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Rebellion

28mm skirmish rules for gaming


First Scottish War of Independence
1295-1314

Beta Version 2. For the latest version visit www.ebobminiatures.com


Rebellion
The sudden and accidental death in 1826 of Alexander lll - King of Scotland - left a
vacuum. With no direct heir, dozens of pretenders to the throne of Scotland came
forward to lay claim to the crown. Edward l of England seized this opportunity to
proclaim himself feudal overlord of Scotland and declaredJohn Balliol King of
Scotland as a puppet - but at the same time shifting the balance of power into English
hands.
Under the iron thumb of English rule the Scots began to rebel and William Wallace
was soon to rise to meteoric fame as the leader of the rebellion. Standing over 6ft 8ins tall
- Wallace was both well educated, skilled in languages and a fierce warrior with a savage
reputation. In his early years Wallace fought as an outlaw leading small raiding parties
against English supply columns and leading minor skirmishes against English garrisons,
but the murder of his woman,Marion, was to propell Wallace to take revenge not only
against the Sheriff responsible - but to launch a direct assault on Edward’s forces and
throw the English out of Scotland itself with terrible consequences. Wallace, fighting
alongside Sir Andrew Morey was knighted and proclaimed High Protector of
Scotland. His skill and tactical brilliance won the battle at Stirling where he employed
the new pike formation known as the ’shiltron’ - a densive circular formation of pikemen
which was to prove so decisive against the English cavalry.
Launching direct assaults on England itself - Wallace was finally defeated by the
English army lead by Edward himself at the battle of Falkirk. However, with the rise of
Robert theBruce following the demise of King John - saw a renewed vigor grip the
Scots and leading his army onto the fields of Bannockburn - King Robert defeated
Edward ll and won the freedom of Scotland.
Generally, the English armies that advanced on Scotland significantly outnumbered the
Scots numerically and included large numbers of heavy cavlary - and although the
English armies also included even greater numbers of foot soldiers, it was invariably the
case that the mounted knights would not only arrive at the site of battle first - but would
invariably rush headlong into battle before the foot were fully assembled. English armies
included pike, longbow and some crossbow. However, the English armies included large
numbers of poorly trained levies or conscripts.
By contrast the Scottish armies had no heavy horse, and only small numbers of light
Cover photo reproduced by kind permission of BeJaye.

horse, normally used in a reconnaissance role. The majority of the Scottish army was
made up of pikemen. Some longbowmen were also available to the Scots. In contrast to
the English forces, the Scots were highly motivated and under the command of King
Robert, highly trained and drilled at moving in the new shiltron formations.
although smaller games can use 3ft x 3ft while some

Rebellion specific scenarios may call for a 6ft x 4ft playing area.
Larger games are possible.

Rebellion is based on the Scottish War of Independence.


These rules are designed to create a fun and enjoyable
Models
game rather than an acurate recreation of the historical The game can be played with just a handful of models.
events. These rules are available to download free of Wallace leading a raiding party against an English garrison
charge, they are your rules, and you are invited to give or attacking a supply column for example - up to the Battle
your feedback and input to make the next version better. of Bannockburn - with armies exceeding 60 or even 90+
Not every comment will result in a rule change, but every models in size. Models are based and moved individually.
comment will be listened to and examined. Take the
opportunity to give some really useful feedback. Don’t just Dice
say ‘that rule sucks’, tell me why it sucks, why it needs While the majority of the time you will be rolling six sided
changing and how you would improve the rule. dice, you will also require a range of multi-sided dice
This version of Rebellion contains new rules and changes including d8, d10, and 12 sided dice. Heroes, Commanders
to the previous version. and certain weapon types employ the greater sided dice.

Thank you. Base sizes


Ebob. As 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

Number of Players Commanding models are based on larger size bases.


The standard foot soldier will be based on a 25mm round
The minimum number of players recommended for base, however Captains and named heroes will use a 30mm
Rebellion is two. However the game is very well suited to base. Cavalry are based on 40mm bases with mounted
playing multi-player games with three, four, five or even heroes on the ‘heroic’ or newstyle 40mm base. Mounted
six players; indeed the game plays much better with more Kings and banner bearers both foot and mounted use a
players. With multi-player games each player simply takes 50mm base. Finally, charge and hold markers will use a
command of a particular noble and his retinue. 20mm base.

Measurements Record Sheet


All measurements are shown in inches with the exception
It is important to keep a record sheet for noting the details
of base sizes which are shown in millimetres. Generally,
of your heroic models - recording Skill scores, Luck and
the playing area should be no smaller than 4ft x 4ft square -
Stamina (wounds) remaining.

By calm, intrepid, and persevering wisdom, he generally maintained 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
Rebellion
Model Charateristics Moving into Combat
Each soldier or hero has the following characteristics which The maximum number of models that may move to attack
make up his profile and describe his fighting ability. a single opponent model is three. At no time may the ratio
Skill (Sk), Armour Class (Ac), Stamina (St), Courage (C), of 3 to 1 be exceeded. Pole-armed models count towards
Tactical (T), Leadership (L), Luck (Lk). this total, although they may position themselves up to 1"
Normal soldiers do not have Luck , Leadership or Tactical,
away from the enemy - thus distancing themselves from
these characteristics are the reserve of captains and Heroes.
return attack. Models armed with sword or two-handed

Weapons weapons must move to base contact in order to fight.


The weapons available to each type of soldier or hero are
shown on the profiles. The profiles also show the damage a
weapon will do. If a weapon damage is shown in brackets
i.e. Two-handed sword (d8+1) it means the weapon can
Organisation
only be used with two hands. If the damage is shown like
this d6(+1) it means that the weapon can be used both a
single handed weapon or as two-handed weapon gaining
+1 on the dice throw. Ordinarily models using a two-
handed weapon cannot also employ a shield, the exception
to this rule is models armed with pikes.

Movement
Each unit type has two movement rates: Advance (walking)
and Charge (running). Withdraw or 'Fall-back' is also
possible (walking backwards).
Each army can have up to three Commanders.
All models should end facing the direction of their last A Commander must be a named hero and normally comes
movement unless they are falling-back. with a free personal banner bearer based on a 50mm base.

Movement Rates In a large army employing three Commanders, the force is


Foot - light (up to leather) Advance: 4" Charge: 8" divided into three sections or 'battles'. The Vanguard
Foot - heavy (chainmail+) Advance: 3" Charge: 6" (forward), the Main battle and the Rearguard.The
Cavalry - light horse Advance: 6" Charge: 12" Commander of the Vanguard is the overall commander of
Cavalry - heavy horse Advance: 5" Charge: 10" the army and should be the hero with the highest
Leadership score on his profile.
Rough Terrain Each Commander is permitted one free banner unless the
Rough terrain halves movement. When moving uphill profile of the hero states no banner. In addition, each army
movement is reduced by 1", and similarly increased by 1" may have the appropriate national banner bearer at no cost,
when moving downhill. However, all models may move a St George's cross for the English player and the Scottish
minimum of 1". It should be discussed before the game Saltire or St Andrew's cross for the Scots player.
begins which areas are rough terrain and which are
impassable. In addition to the Commanders, the army may contain
serveral lower ranking heroes and captains - these may be
Interception either named or unnamed heroes, but the three
Models in Rebellion do not exert a 'control zone' but may Commanders should always be the highest ranking heroes
instead move up to 1" to intercept any opposing models in your army as shown by their Leadership values.
that move within 1" range at any point without directly
attacking. If an enemy model moves in a straight line Models are grouped into units or 'battles' under the
directly into base contact then the defending model should leadership of a Commander. However smaller groups may
not move. If however an enemy model is moving past or be lead by both named heroes or unnamed captains within
around the defending model within 1" range and the your army. Each hero commands all subordinate models
defending model is not engaged in combat, then the within his command range including lower ranking heroes
defending model is entitled to intercept the enemy model. (heroes with a lower Leadership score). The sphere of
Interception is allowed even if the model has moved command for a hero is normally 6" radius for a named
already. However, charging models may not intercept. hero. Unnamed heroes or captains can also lead troops but
have a smaller sphere of command - normally 3" radius.
Note that the decision to intercept is the choice of the
defender. He may choose to allow the enemy to move past Note that a named hero always outranks an unnamed hero.
him, perhaps in preference to advancing himself. Unnamed heroes are always subbordinat to named heroes.

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.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
points may be used to increase a roll of 5 to 7.

Turns
The game is played as a series of turns. However it is not a
If two Commanders have the same initiative score (e.g.
both sides have 6's for example after any adjustments) then
the Leadership score of the Commander will determine
'your turn, my turn' system of play. Instead the which has priority over the other. The Commander with the
Commanders and heroes will move in a random sequence highest Leadership score has the choice of moving first or
of play determined by the 'initiative dice rolls'. Each turn is second. If the Leadership scores are also tied then the
subdivided into turn phases as follows: players roll-off to settle the matter. If only one player has
two or more Commanders with the same initiative score
Initiative Phase then Leadership determines priority, however if the
Both sides dice for initiative using one dice for every Leadership scores are the same then the player
Commander on the field, (maximum 3 per side) chooses priority.

Command Phase
Any charges are declared and reactions declared.
Players take turns in moving units under the leadership of
Command Phase
At the start of each round players declare any new
each Commander in the order determined by the initiative Charges first.
rolls. Any other units move in turn until all units
have moved. If two units declare Charge on each other, the unit with the
highest initiative wins the Charge and the opposing unit is
forced to declare a response, see ‘Responses to Charge’.
Melee If both units have the same initiative score (or no initiative
Any combats are resolved. dice) then the players roll off to decide who Charged first.

Morale Once all Charges and responses are declared, players begin
Warriors and soldiers out of command range must test to move their units in the order dictated by the initiative
for morale. scores. Any remaining units that are led by heroes or
captains that did not have initiative dice move with the two
End Turn sides taking turns to move one unit at a time until all units
have finished moving.
Victory conditions are checked.

Initiative Phase
The following commands are possible:
Advance
Charge
Any kind of action or movement is done in a sequence
Melée
determined by the initiative dice. Each player takes one d6
Shoot
Fall-back
Retreat
Halt
Rally

Players may choose not to move in which case the unit can
be placed on Hold, see ‘Hold-response to charge’.

Advance
The leader is not required to move, but if he does, then he
must move first. All models may move up to the maximum
Advance 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.
for each Commander he has on the battle field.
Players rolls one d6 for each Commander in turn placing Charge
the dice with the scores rolled showing adjacent to each
Charging models move in a straight line each turn.
Commander. The dice rolls show the sequence of play
Charging models must exceed their Advance move rate, but
starting with the highest score moving first.
do not have to move full speed. If for any reason a
Adjusting the Initiative Roll charging model cannot exceed the Advance move rate
(because of rough terrain perhaps) then the model will not
After all initiative dice have been rolled, Tactical points can be eligible for any combat bonuses normally awarded for
be spent to increase or decrease the initiative roll. There is charging models.
no limit to the number of Tactical points that can be used to
adjust the initiative roll. So for example, two Tactical

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Players are not permitted to declare charge on opposing heavy cavalry models count as three. This means that an
units that are already charging or engaged in combat. It is infantry unit requires 30+ models to charge or counter
permitted to charge retreating units. charge a unit of 10 heavy cavalry.

If a charging model engages an enemy model before Ending a charge


exceeding the Advance move rate, then provided the A Charge ends with the engagement of the enemy - or if
charging model exceeded the standard move rate in the three successive charge moves have been made and the
previous turn the charge is legal and all bonuses apply, if enemy is still not engaged. Models cannot charge more
however the charge was called this turn and the charging than three times before slowing down. They may not
model did not exceed the standard move distance before charge again for another three turns. If a charge is halted or
engaging the enemy, then the charge is not legal and the enemy are not engaged after three turns then the
normal combat rules apply as for Melée combat. following move must be made at full Advance speed (see
'Halt' rule).
It is illegal to declare charge against an opposing unit that
will take more than three charge moves to reach. So heavy Responses to Charge
infantry (chainmal) may charge opposing units that are up The moment a Charge is declared and a Charge Marker has
to 18" away - and light foot (leather) may charge enemy been placed, the opponent must declare his response to
models up to 24" away. being charged.

Before the player can declare a Charge, the player must The following are possible responses to being charged:
identify an opposing unit. The hero must have a clear line Counter-Charge
of sight to an enemy model. The player places a Charge Hold
Marker against an opposing model that his hero can legally Shoot
charge. When the Charge Marker (sword) is placed, the Retreat
opposing player must declare his reaction to being charged,
see 'Responses to Charge.' Counter-Charge - Response
A Charge must be lead by the hero calling the charge, so If a Counter-Charge is declared against a Charging unit
the hero must be able to move in a straight line directly that is more than twice the size then a Morale Test must be
towards the enemy model identified by the charge marker, made, see 'Morale Tests'.
and he must exceed the Advance movement rate. The
opposing force must be within range of three charge In the event of a successful Counter-Charge, a Charge
moves, only when all of these conditions are met can a Marker (sword) is placed adjacent to the original Charge
legal charge be declared. Marker. The counter-charging Commander discards his
initiative dice and moves now, directly after the charging
If a Charge is declared against a unit that is more than player has completed his move. If however the two units
twice the size, then a Morale Test must be made - see are within range of each other then the models are moved
'Morale Tests'. one at a time, with players taking turns, starting with the
leaders, with the charging hero moving first with the
When Charge is declared the following sequence applies counter-charging hero model moving second and
1. The hero must move first. successive models moved in turn in a similar way. If one
2. All models must move in a straight line. player still has models to move then he completes the move
3. All models under his command must exceed their by moving any remaining models involved in the Charge
Advance movement rate where possible and end their or Counter-Charge.
move within the command zone or in combat.
4. Models must exceed their Advance movement rate to Hold - Response to charge
receive any charge bonuses.

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


they gain an advance bonus - see ‘Combat - Charge Bonus’

Charging Cavalry
Infantry units are not permitted to charge or counter charge
cavalry units unless they outnumber the cavalry unit
numerically two-to-one and pass a morale test. Only if the
infantry have more than double the number of models may
they test for morale and declare a charge or counter charge.
For the purposes of determining if the infantry can double
the cavalry, light cavalry models count as two models, and

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Hold is normally a response to being charged. When Hold Falling-back models may not engage the enemy. Use a
is declared, a Hold Marker (shield) is placed adjacent to the Hold Marker (shield) to show that defense bonuses as
Charge Marker. If the unit declaring Hold has less than half described by the ‘Hold’ rule will apply to this unit if
the number of models of the charging unit, then a morale engaged.
test must be made - see 'Morale Tests'.
Retreat
When a unit is Holding, all models may move up to 1" to Retreat allows a unit to effectively charge away from
reorganise and form ranks - they may do this each turn they another unit. Normally with Charge the unit must aim to
continue to Hold. engage an opposing unit. With Retreat the following rules
apply:
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, 1. All models must move, including the hero, and must
he must be the first to move. Models may not engage the exceed their normal movement rate where possible.
enemy unless they are intercepting - see 'Interception'. 3. Models are not bound by the rule to end their turn
within the command radius of the hero.
Shoot - Response to charge 4. All models must move in a straight line as if charging.
When archers are charged they may respond by shooting 5. All models will continue to charge off the table unless
direct fire (not volley fire) see ‘Archery’ for details of a successful 'Halt' is called (see 'Halting a Charge').
resolving direct fire. 6. Retreating models may not engage the enemy.
7. Models will not gain any charge bonuses if they are
Retreat - Response to charge engaged in combat.
8. The Hero calling the retreat is not required to move
See ‘Retreat’
first as with charge.

Melee Halt
Once a Charge (or Retreat) has started it can be very
The leader is not required to move, but if he does, he must
difficult to stop.
move first. All models may move up to the maximum
Advance move rate; however they may move out of the
To Halt a Charge (or Retreat), the player must spend a
command zone of the hero provided they end their move in
Tactical point with his leader (highest ranking hero in the
combat. Models may move an additional 1" for infantry, 2"
unit). Now a roll versus his 'Leadership' is made. Roll a
for cavlary over the Advance move rate provided the move
d10. If the score rolled exceeds the hero's Leadership score,
ends in a combat however charge bonuses will not apply.
then the roll was unsuccessful and the Charge/Retreat
continues.
Models are not required to move in a straight line as with
Charge.
If the Roll is successful, the Charge/Retreat has been
halted, however you can't stop a charge on a dime! In the
Important: A maximum of three models can engage any
following turn, all models must move at least the maximum
single enemy - this applies in all cases including when
Advance movement rate before stopping. In this slow down
pole-arms are used.
round, Charge rules still apply, that is, movement in a
straight line only, hero moving first and retreating models
My son, I tell thee soothfastile, may not engage the enemy.
No gift is like to libertie;
Note that Charge bonuses will not apply as the Advance
Then never live in slaverie. move has not been exceeded.

Shoot Rally
The command to shoot is specific to units of archers. As
only one command may be issued per turn it is sensible to When a unit fails a morale test all the models must pass a
separate your archers into their own units under the Courage Test to stay on the field, otherwise they are
command of a hero or minor hero/captain. removed as casualties. However, a hero may change his
command to ‘Rally’ and spend a Tactical point to attempt to
See ‘Archery’ for details of how to resolve archery fire. rally any troops that have failed courage in that turn before
they are removed. Only one Tactical point is required to
Fall-back rally the unit - not for each individual.
Similar to Hold - except all models must move away from
the enemy - up to a maximum move of 2". All models will As the courage tests are made and an individual fails
gain +1 on the dice roll to win the combat. Models are not courage, make a Leadership roll, rolling a d10 and
required to move, and the hero may move last. Models are comparing with the hero's Leadership score as described in
not required to face the direction of their last movement. the 'Halt' rule.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Combat
opportunity to re-roll the dice if he wishes, but if he does
choose to re-roll the second roll stands. The other models
then roll and combat is resolved as normal except that if

Winning a Fight shielding models do not strike blows.

To calculate the result of a fight, both players first roll to


try to win the fight and strike blows and then roll on the
Backing off
Melée chart to determine any wounds. Each players takes Once combat and wounds have been resolved, the losing
one dice for each model in the fight. The appropriate dice model or models must back off a minimum of half an inch
required for each model is determined by the Skill (Sk) (and up to a maximum of 1") from the winning models.
rating on the model’s profile: Other models not engaged in combat can move to make
room for the model to withdraw. Models backing off
Skill Rating Dice type cannot engage in a new combat.
1-3 d6
4 d8 If the losing model is unable to withdraw the minimum half
5 d10 inch required, then the losing model is considered to be
6 d12 surrounded (or trapped against something). Surrounded
Both players roll simultaneously unless one player elects to models automatically receive an additional wound.
shield - see ‘Shielding’. The highest dice score wins the
combat, remember that models on Hold get +1. In the event Combat Example 1: One Scots warrior vs one English
of a draw, if one model has a shield and the other does not, The English soldier wins the combat because 6 beats the
then the shield model wins the combat. If the result is still score of 4 rolled by the Scottish player.
tied then the models’ Skill ratings are compared, the
highest Skill wins the combat. If the combat is still
unresolved then both models are considered to have parried
each other’s blows so the result is that no wounds are
inflicted and the combat is considered resolved for this
turn, however all models must back off from the combat,
see ‘backing off’.

Striking Blows
When blows are struck, the weapon type determines the
type of dice that will be used on the Melée chart. Most
soldiers will use a d6, but two-handed swords use a (d8+1)
and an English Longsword uses a d6(+1). This information
is given in the profiles. The English player will now roll for wounds using the
Melée chart. If the Scots model is still alive, he must back
When the number of blows has been determined, consult away from the English model a minimum of a half an inch
the Melée Chart to resolve any wounds inflicted. (maximum 1").

To use the Melée chart look down the left to find the Skill Pole-arms
level of the winning model and look accross to find the Pole-armed models need not be in base contact to fight, but
armour class of the losing model. The dice roll must equal can attack from a distance of 1", thus the opponent cannot
or exceed the number indicated by the chart.

If a wound is inflicted the losing model reduces his


Stamina score by one. If the Stamina is reduced to zero the
model is killed. Most models have only one Stamina to
begin with and so they are killed with a single wound,
however heroes can have up to three Stamina and survive
several wounds before being killed. Heroes can also
attempt a saving throw when wounded using their Luck -
see ‘Using Luck’.

Sheilding
Models engaged in combat who are armed with a shield strike blows in return unless he is similarly armed. Pole-
may choose to shield rather than strike a blow. Shielding armed weapons have a +1 modifier when rolling to win a
must be declared before the dice are rolled and any models fight. This bonus is in addition to any other bonus, so if a
shielding must roll first. The player then has the pike-armed model is ‘Holding’ he gains +2.

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Rebellion
If a pole-armed model is engaged base to base, he loses the
+1 advantage. Multiple Combats
When two or three models are fighting a single opponent
When a pole-armed model engages an opponent who is the single model is considered to be the defender. The dice
similarly armed, only the longest weapon gains the +1 are thrown with the attacking player rolling multiple dice.
advantage when rolling to win the fight. If both models The scores are totalled and the highest total score wins the
have the same kind of weapon the bonus does not apply to combat.
either model.
However, the defending model is able to split his score and
Examples of pole-arms include; Halberd or pole-axe 6 to 8' still strike a blow despite losing the combat.
length (shortest), lance 10' length and pike 12 to
14'(longest). Combat Example 2: Three English vs one Scots hero
In this example, the Scottish player has Wallace with a
fighting Skill of 6 - and so he uses a d12.
Charge Bonus
When a charging model wins a combat he gains +1 to his
damage dice when consulting the Melée chart. In addition,
when a charging model wins a combat and the opponent
has backed away, he may advance up to 1" (cavalry may
advance 2") and engage in a second combat (possibly with
the same model again) which should be resolved
immediately. The advance is a continuation of the charge
and should be in a forwardly direction, and not a move in
reverse. This advance bonus only applies once.

CavalryCharge Bonus
When cavalry charge they gain an additional dice when
rolling to win the fight, this reflects the momentum and
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 player’s 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.
power of the horse which itself becomes a formidable
weapon when it smashes into the enemy lines.

In addition to the appropriate skill dice for the rider, light


cavalry gain a d6 while heavy cavalry gain a d8. The two
dice are added together when calculating the fight.
Nine quarters large he was in length - no less;
Example: Heavy cavalry model armed with lance and
charging vs pike-armed model holding. Third part his length in shoulders broad was he,
Right seemly, strong, and handsome for to see;
The two models engage when the cavalry model moves
within 1" range of the pike. The pike model has +1 for His limbs were great,
Hold and an additional +1 because he has the longest with stalwart pace and sound;
weapon, so the player rolls a d6 and adds +2 (possible
score 3-8). The cavalry model has a d6 for the rider plus a
d8 for the heavy horse at charge (possible score 2-14).

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

Archery shortbow 16"


Longbow 24"
crossbow 30"

Close Range (half)


shortbow 8"
Longbow 12"
crossbow 15"

If the target is within range, the player calculates the spread


of the arrows.

Spread
Shooting player places a 6" ruler or a card template marked
with 6 positions 1" appart like a ruler, in front of the target,
Archery includes the use of shortbows, longbows and with the centre of the ruler where the marker or target is.
crossbows. Archers are formed into archer units and fire
together under command of a captain model. The Hits
maximum number of archers in any given unit is ten. Roll one d6 for each archer.
Heroes may not commander archers. Archer units are not at long range 5 or 6 indicates a hit.
permitted to charge. When archer models find themselves close range 4, 5 or 6 indicates a hit.
out of range of the command zone of their captain they
always desert and are removed from the board as Experienced archers re-roll any 1's. (You pay points to
casulaties. increase your archers to experienced see ‘Advanced
Rules’).
There are two types of archery fire, direct and volley fire.
Players are not permitted to measure ranges before For each hit - roll a d6. The dice indicates the point along
declaring archery fire. Archers are permitted to move 1" the ruler or template that the arrow passes. If there is no
and still fire. model standing at that point the shot is not counted. If there
is he receives a hit. For cavalry models roll 50/50 for horse
Direct fire is used at close range and when targets are in or rider.
the line of sight of the shooting model.
A hit counts as a wound unless the model is wearing heavy
Volley fire is a shot fired up into the air, only the armour or carrying a shield.
commanding model is required to be able to see the target.
Volley fire has an increased range over direct fire but is Armour and shields
less accurate. Models with a shield save on a roll of 4+ on a d6.
Models with chainmail on a 6.
Direct Fire and models with plate armour on 5+.
Direct fire is calculated as group fire rather than Models with armour and shield save on 4+.
individual shots. If the horse is hit, light horse save on a 6 and unarmoured
heavy horses save on 5+.
Spotting the target Armoured heavy horse save on a 4+.
All archers firing must have clear line of sight to the enemy
models. Archers in the second rank may fire past the front Killed models are not removed until all shots have been
rank provided they can see between the models in the front calculated - it is possible for one model to be hit more
rank. If other friendly models are in the way of the shot, than once.
the archer may not fire. Archers may fire into combats
provided they can see the enemy model.
Volley Fire
The shooting player indicates a single enemy model that is Shortbow and longbow may use volley fire for increased
the centre of the intended target area with an arrow marker range. Note that crossbows may not use volley fire. The
(a 20mm base with arrows). range for volley fire must exceed the direct fire range for
the weapon however the maximum range is double the
The range is checked. If the target is out of range, the shots direct fire range. Volley fire may not be used against a
fall short. charging unit.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Spotting the target
The captain commanding the archers must have a clear line
of sight to the enemy unit that is the target of the volley
fire, he must be able to see 5 or more models clearly, or the
Kings
On foot a King is based on a 30mm base and acts much
opposing banner. An opposing unit that his hidden behind a
like any other hero. When mounted however a King model
hill for example my not be fired upon.
is based on a 50mm base and gains all the benefits of a
Ranges banner just as if he was carrying his own banner.
Shortbow 16" to 32"
Lonbow 24" to 48" The King does not count towards one of the three
Commanders for your army, so when a King is included in
The intended centre point or target of the volley fire is your army and deployed on the table you gain an additional
indicated by an arrow marker (a 20mm base with arrows). initiative dice. The King’s dice can either be used by the
Next the shooting player must estimate the range to the King to lead a body of men onto the field or the dice may
target in inches measuring from the captain to the arrow be bestowed to any friendly hero or captain on the table.
marker. Remember that the range must exceed the direct If the King’s dice is given to another Commander, the
fire range for the weapon and be no greater than the Commander’s own dice is discarded. The decision to
maximum range. The range to the target is checked and the bestow the King’s initiative dice is made after all dice have
marker repositioned according to the player’s estimate. been rolled.
Deviation
To calculate further deviation, the player rolls one d8. When the King is threatened his men will fight more
The 8 sided dice is pointed at each end and the dice earnestly to defend him. Any friendly model in base
naturally points the direction of the deviation. The score contact with the King fights as if a veteran soldier, re-
indicated by the dice shows the distance in inches. rolling any 1’s rolled to win a fight. The King himself of
However a score of 8 indicates that the shots are on target course may also fight, but does not get the re-roll unless his
an there is no deviation. Otherwise the arrow marker is profile includes ‘Veteran Commander’.
again repositioned.
If the King gives up his initiative dice or simply chooses
Area of effect not to use it, he may move as part of a unit under the
The area of effect for the arrow fall is a circle 3" radius control of another hero as if he was a subordinate hero.
from the centre of the arrow marker. Ordinarily all models
in the target zone may potentially be hit, however if there When the King is mounted his command zone increases to
are more than 12 models in the target zone then only the 12 8". However the King still needs to be in contact with his
models nearest the centre of the area of effect are potential own banner to gain the free Tactical point and to increase
targets. A model is considered to be inside the target zone if his range to 8" when on foot.
the head of the miniature is inside the circle.
If the King’s horse is killed he may requisition another
Hits horse from any friendly mounted model that starts the turn
The shooting player rolls a d6 for each archer shooting in in base contact with the King.
the volley. Any 6's indicate hits. Veteran archers may re-roll
any 1's.

For each hit roll a dice to determine which model has been
Banners
hit, roll randomly. For 10 models use a d10 for 6 model use
a d6, for 11 models use a d12 and re-roll a 12. etc. Players
should agree how the models will be counted off before the
dice are rolled. If a cavalry model is hit, roll 50/50 for
horse or rider.

Armour and shields


Models with a shield save on a roll of 4+ on a d6.
Models with chainmail on a 6.
and models with plate armour on 5+.
Models with armour and shield save on 4+.
If the horse is hit, light horse save on a 6 and unarmoured
heavy horses save on 5+.
Armoured heavy horse save on a 4+. Banners are an important feature of most medieval armies.
They denote the presence on the field of particular Knights
Killed models are not removed until all shots have been and in the game, they play an important roll in command
calculated - it is possible for one model to be hit more and morale.
than once.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Each army receives one banner free unless the scenario A Tactical point can also be used to enable a hero to
rules specifically states 'no banner'. The English army advance up to 1" into a second combat after winning an
receives the 'Cross of St George', and the Scottish army initial combat. The hero may advance even if all opponents
gets the 'St Andrew's Cross' or 'Saltire' at no cost. All in the first combat were not killed.
named heroes including randomly generated heroes receive
a free personal banner bearer. A free banner consists of a At the cost of 2 Tactical points, a hero can declare a
foot soldier mounted on a 50mm base carrying a banner ‘Tactical Charge’. A tactical charge is when the unit is
and armed as described in the Army profiles. charged to point on the table without the requirement to
engage the enemy. The charge marker may be placed
What do banners do? anywhere on the table up to a distance no greater than 3
When a named hero has his personal banner or the charge moves from hero declaring the move. Otherwise all
appropriate national banner within 6" - his command range normal rules for charge apply, see ‘Charging’.
increases to 8" radius. Minor heroes do not benefit from
a banner. Lastly, Tactical points are also used to Rally troops and to
Halt a Charge or Retreat. See 'Rally' and 'Halt'.
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 Leadership Points
to be decided by Skill ratings. If both sides in the combat Leadership points determine the rank of the Hero. If there
have models in contact with a banner then the normal rules are two or more heroes on the field the hero with the
for deciding a draw apply. See 'Winning a Combat'. highest Leadership score is the superior ranking hero.

In addition, if a Commander or named hero is in base The Leadership score is also used when calculating Morale
contact with his personal banner at the beginning of the and Rally tests. See 'Morale and Courage' and 'Rally'.
turn, he gains a free Tactical point which can be used in
that turn. Tactical points gained from banners cannot be Named &Minor Heroes
stored for future use. Banners also have an effect on After all Commanders have moved in order of the Initiative
Morale and Courage tests - see 'Morale & Courage Tests'. rolls, there may still remain some units led by either a
named hero or a minor hero. These units move last and the
When a banner is in combat the model fights as if armed
players take turns. If the last Commander to move was
with a short sword. If a banner bearer is killed, the banner
Scottish then the English player will be first to move one
may be taken up by a friendly soldier within 1" range,
unit followed by the Scottish player and so on until all
otherwise the banner is lost.
remaining units have moved.

Chain of Command
Heroes Subordinate 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.

Each hero has Tactical and Leadership points.


Special Abilities
Named heroes can have a number of special abilities noted

Tactical Points on their profiles. Refer to the ‘New Heroes and Special
Abilities’ for descriptions of these abilities and how they
Tactical points may be used to increase or decrease the dice
are used in the game.
roll for initiative. A Tactical point may also be used to
purchase an Initiative dice. Any named or minor hero who
begins the turn without an Initiative dice for whatever
reason, may purchase an Initiative dice at the cost of 1
Tactical point.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
Veteran Soldiers
Morale & Courage Any of the standard foot soldiers (not heroes or captains)
may be upgraded to experienced veteran soldiers at an
Each model has a Courage score from 1-6. When a Morale
additional cost of two points for each model. Only entire
test is called - against a unit (a unit is all the models within
units may be so upgraded. Veteran soldiers reroll any 1’s
the command zone of a commander or hero model) take the
rolled to win a fight in combat. Veteran archers reroll any
lowest courage score in the unit. Add +1 for each hero or
1’s rolled when shooting to hit.
minor hero and +1 for each banner in the unit, this is the
unit's Morale Score. Note that the maximum unit Morale
Score is 9. The player rolls a d10. If the roll is greater than
Defections
Many of the nobles of Scotland had extensive lands both in
the Morale Score the unit fails the morale test. The leader
Scotland and England, indeed many of the nobles in
(the hero with the highest Leadership in the unit) of the
Scotland at the time were of Norman origin and loyalties
unit can use Tactical points to decrease the dice roll and
were seriously divided. Even amoung loyal Scots many
pass the test.
supported Robert the Bruce while others supported Comyn
as the rightful heir to the crown.
When an army gets below half it's original strength, unit
Morale tests are compulsory at the end of each turn. In fact Comyn had the strongest claim under the rule of law
If the morale test is failed then all models including the and this venomous divide split the country in two and set
heroes must make Courage Tests to stay on the field. Scot against Scot. It wasn’t until The Bruce murdered
See 'Rally' Comyn in cold blood that he was able to claim the crown
and unite Scotland under one banner, but the hatred for
Courage Test Bruce from some quarters ran deeper and darker than the
If a unit fails a morale test, or if a soldier is out of range of hatred of the English.
any commanding hero (perhaps the hero was killed in
Rebellion is set against this complex background and so
combat) then a Courage Test is called for. A Courage test is
you will find several nobles that appear in the profiles both
done for each individual model. Simply roll a d10. If the
under Scottish heroes and English heroes lists. Even Robert
roll is greater than the model's Courage score then the test
the Bruce himself would fight for the English King if it
is failed and the model is removed from the table as if he
suited his ambitions to do so. These divisions also mean
was a casualty. If there is a hero or captain that can call
that The Bruce and The Red Comyn will not fight together
Rally then he try to save the models from being lost, see
in the same army. Players can even choose to fight Scots vs
‘Rally’.
Scots, Bruce against Comyn.

When all courage tests have been made, any remaining


If both players have the same hero in their army the hero is
models that have not yet moved this turn may move
forced to decide where his loyalties truely lie. The profiles
normally if they are still within the command zone of a
give information about which Knights have divided
captain or hero, the hero commanding his unit as normal.
loyalties and which will refuse to align with others.
Any individuals who find themselves outside of any
command zone must move either towards the nearest When both players contest ownership of the same Knight
friendly command zone or the nearest friendly table edge the players are forced to roll off using a d6. If the dice rolls
and exit the game, whichever is closest. Models outside of are drawn the hero will return to his primary allegence.
a command zone may not engage the enemy in combat. Primary allegence is shown on the profile for the hero.

This pdf version of Rebellion is available to you free.


You can purchase a full colour printed version from
www.ebobminiatures.com
Your feedback and comments are welcome.
Register your copy of Rebellion free online
and receive information concerning rule updates and
new versions when they are made available.

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Thank you.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Melee Chart
Armour Class

1 2 3 4 5 6 7 8 9 10
unarmoured padded leather chainmail plate

1 5 5 6 7 8 9 10 11 12 13

English 2 4 5 5 6 6 7 8 9 10 11

Scots
3 3 4 5 5 6 6 7 8 9 10
Skill

Captain 4 2 3 4 5 5 6 7 8 9 10

Hero 5 2 2 3 4 5 5 6 7 8 9

Wallace 6 2 2 2 3 4 5 5 6 7 8

Winning a Combat Using the Melee Chart


Cross reference the Skill of the attacking soldier
When two combatants roll the same score to win a fight - the
draw is decided in the following sequence. with the Armor Class of the defender. Using
the appropriate dice indicated by the Weapon
1. Shield - wins the draw characteristic under the attacker's profile - the
2. Buckler shield - wins on a 4,5 or 6 resulting roll must equal or exceed the target
3. Banner in base contact with the combat - wins the draw indicated by the table above.
4. Skill rating wins the draw
5. the combat is drawn - no hits are recorded. Armour defense values:
unarmoured = 1
Skill rating Dice type
padded armour = 2
1-3 d6
4 d8 leather = 3
5 d10 chainmail = 4
6 d12 plate = 5

Dice modifiers: Dice modifiers:


Models on 'Hold' or 'Fall-back' gain +1 on dice roll to win the Charging models gain +1.
combat.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Battle Scenario
Defend the Standard
Each side will have the appropriate National Banner. The objective is
capture the enemy standard while preventing the enemy from capturing your
own Banner. Only the National Banners count towards the victory
conditions for this scenario.

Board Setup Objective


The board should be 4ft x 4ft minimum with some Both players are attempting to capture the enemy
scenery of the player’s choice, trees, rocks or small National Banner. For the purposes of this scenario
hills. only, each National banner bearer model is treated
like an objective marker. The model does not fight,
After the table has been prepared players roll off to and cannot be killed. Otherwise it behaves normally.
decide who chooses the first table edge with the
opponent deploying on the opposite table edge. Capturing the banner is achieved by having double
the number of models (or more) in base contact with
Deployment your opponent’s banner than your opponent at the
Starting with English Player, the players take it in end of the turn. If this condition is met, then the
turns to deploy one unit at a time of their army until banner has been captured and the game ends.
all units have been deployed. Models are deployed
up to 12" from the friendly table edge. Victory - you capture the enemy banner, and your
own banner is safe.
Defeat - your banner was captured.
Draw - neither side captures a banner or both
banners are captured in the same turn.

Forces
Each player can select a force totalling up
to a maximum of 600 points.

Timed Game
If the game is timed then the game will
end suddenly after 2 hours.

If the time expires victory is calculated as


follows: The player with the most models
within 6" of the enemy National Banner
wins. Otherwise the game is drawn.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Battle Scenario
Ransom
Each side will be attempting to capture one or more heroes from the opposing
force, to be held for ransom or exchange.

If 3 attacking models are in base contact with an


Board Setup opposing hero or captain model at the end of the
The board should be 4ft x 4ft minimum with some turn, he is considered to have surrendered and is
scenery of the player’s choice, trees, rocks or small removed from play as a captive.
hills.
If a hero or captain is killed the attacking player
After the table has been prepared players roll off to may choose not to inflict the final wound but to
decide who chooses the first table edge with the leave the hero model alive instead.
opponent deploying on the opposite table edge.
At the end of the game the points values for each
Deployment captured hero or captain will be totalled to decide
Starting with English Player, the players take it in the Victory conditions.
turns to deploy one unit at a time of their army until
all units have been deployed. Models are deployed Victory - you have captured heroes and or captains
up to 12" from the friendly table edge. totalling more than your opponent.
Defeat - your opponent has captured more valuable
Objective heroes and or captains than you have.
Both players are attempting to capture as many of Draw - neither side has captured any heroes or
the opposing captains and heroes as possible. captains or the points values are identical.

Forces
Each player can select a force totalling up
to a maximum of 600 points.

Timed Game
The game is timed and should be played
for an agreed length of time. The
suggestion is to play for 1.5 hours.

The game ends when the agreed time has


expired and victory conditions are
checked.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Battle Scenario
Protect the King
The
Battle is lost and the King is under threat from the avenging enemy army. You
must fight a rearguard action to protect the King until relieved.

The attacking player will be attempting to Capture


Board Setup the King model.
The board should be 4ft x 4ft minimum with some
scenery of the player’s choice, trees, rocks or small The King is captured if 3 attacking models end the
hills. There should be no scenery in the middle of turn in base contact and the King is alive.
the board. The King’s deployment area must be clear
of scenery. Reinforcements
At the start of each turn the players roll a d6 for
The defending player must have a King in his army, each unit not already deployed. On a roll of 6 the
either Robert the Bruce or one of the King Edwards. unit may be deployed anywhere around the table
with the models no greater than 3" from the table
Deployment edge. Newly deployed units may move in the turn
The defending player deploys his King and up to they are deployed.
25% of his force in the centre of the table no greater
than 10" from the centre of the table. On a roll of 1 the unit is otherwise engaged and will
not enter the game. For the purposes of the game the
The attacking player deploys up to half his force unit has been destroyed. On a 3,4 or 5 the unit is
around the table within 6" of any table edge. delayed and does not deploy this turn.

Objectives Heroic Victory - you capture the King alive.


Victory - your King exits the table.
The defending player will be attempting to move his
Defeat - your King is killed or captured.
King model off the table to safety.
Draw - neither side succeeds in their objective.

Forces
Each player can select a force totalling up
to a maximum of 500 points.

Special Note:
Timed Game As all the table edges are potentially hostile there is
If the game is timed then the game will no option to use the Retreat rule.
end suddenly after 1 hour.

If the King is killed it is still a moot


victory for the attacking player but the
objective is really to capture the King to
secure great ransom and feudal
supremecy.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
New Heroes & Abilities
Generating a Random Hero
The profiles for several named heroes are included in these
rules, however players should be encouraged to choose their
Special Abilities
Heroes can have one or more of the following special abilities
own named heroes from books or lists of Bannerts that fought
as shown on their profiles.
in the War of Independence, on both sides.
1. Charismatic Leader
To generate a new hero whose profile is not included in the
Can command cavalry even if on foot.
rules, players may use the random hero generation rules
below.
2. Tactical Commander
Can charge to any point on the table as per ‘Tactical
Skill (d6) 1,2 = SK3
charge’ but at no cost.
3,4 = SK4
5 = SK5
3. Superior General
6 = SK6
Can stop a charge or retreat without a dice roll.
Stamina (d6) 1,2 = ST1
2,4,5 = ST2
4. Inspirational Leader
6 = ST3
Rallys troops more easily. Only fails on a roll of 1.
Courage (d6) 1,2 = C3
4,5 = C4
5. Deadly blow
5 = C5
Can kill on a 6+ regardless of how many wounds the
6 = C6
opponent has. Opponent can make luck roll to save
Tactical (d6) 1,2 = T1
one wound.
3,4 = T2
5,6 = T3
6. Veteran Commander
Leadership (d6) 1,2,3 = L1
Can move first regardless of Initiative roll, once per game.
4,5 = L2
In addition a Veteran Commander rerolls any 1’s rolled to
6 = L3
win a combat.
Special Abilities (d6) 1,2,= none
3,4 = 1 ability
William Wallace and King Robert the Bruce alone have
5 = 2 abilities
the following special ability;
6 = 3 abilities

The basic cost in points for a Hero is 50pts. Add 5pts for each Great Patriot
point of Luck, Tactical point and for each special ability. Commands an 10" radius on foot and 12" when mounted.
Weapons and armour are bought at additional cost. This applies even without the presence of a banner. No
additional command range is awarded for the presence of a
Armour banner. In addition, all models in the command zone have a
Choose at cost below courage of 6.
Padded 5pts
Leather 10pts
Chainmail 15pts
Plate 20pts
Shield 5pts

Weapons
Playtest &
Sidearm 0pts Rules Development
Mace 5pts d6
Longsword 10pts d6(+1) Robert Soutar (Ebob)
Two handed sword 15pts (d8+1)
Lance 15pts d6+1 Tim Lohmann (Glofunzel)
Light horse 15pts
Heavy horse 25pts
Daniel Hanowski (Asuryan)
Frank Picolin (Tankred)
David Smith (Hithero)

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Scottish Heros
Robert the Bruce King of Scots Edward Bruce
Points Cost: 110 Points Cost: 65
AC Armour Class 5 (plate) AC Armour Class 4 (chainmail)
SK Skill 6 SK Skill 5
ST Stamina 3 ST Stamina 2
C Courage 6 C Courage 5
T Tactical points 4 T Tactical points 2
LS Leadership 6 LS Leadership 5
L Luck 3 L Luck 1

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Shield 5pts Plate armour 5pts
Horse (light) 10pts Shield 5pts
Horse (light) 10pts
Special Abilities:
Deadly blow, Veteran Commander, Charismatic Leader, Special Abilities:
Inspirational leader and Great Patriot. Superior General.

King Robert was a skilled swordsman and an inspirational Robert the Bruce’s younger brother. Edward commanded the
leader of men. At start of the Battle at Bannockburn, the second shiltron at Bannockburn. Edward was ambitious and
Bruce was challenged by Henry de Bohun. De Bohun spurred arrogant perhaps as a result of being overshadowed by his
his horse to charge the Scottish King. King Robert dodged de elder brother. Edward would go on to invade Ireland and
Bohun’s lance and cleaved his head with a single stroke of his declare himself ‘King of Ireland’ though he would not hold
hand axe, leaving the axe blade buried in Sir Henry’s skull. the title for long.

King Robert the Bruce will not fight alongside John Comyn. Edward Bruce will not fight alongside John Comyn.
and cannot be in the same army as Wallace or Moray.

Thomas Randolph 1st Earl of Moray James Douglas


Points Cost: 60 Points Cost: 75
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 4 SK Skill 5
ST Stamina 2 ST Stamina 2
C Courage 4 C Courage 5
T Tactical points 2 T Tactical points 2
LS Leadership 4 LS Leadership 5
L Luck 1 L Luck 2

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (light) 10pts Horse (light) 10pts

Special Abilities: Special Abilities:


Inspirational leader Veteran Commander and Superior General.

Thomas Randolph, nephew of Robert the Bruce by Isabel, his Sir Douglas was joint commander of the 3rd shiltron at
half-sister, while still a young man was captured at the battle Bannockburn. While a veteran commander in terms of com-
of Methven, but went over to the English. Later, reverting to bat experience James was still only young, just tweny-seven
his first loyalty, he captured the castle at Edinburgh and at the time of Bannockburn. Imprisoned for a time by the
played an important role in the Scottish victory at English, Douglas would later return to take revenge behead-
Bannockburn. He had a distinguished career subsequently as ing the English garrison at Douglas castle before setting fire
a warrior. to it. The grim affair became known as ‘the Douglas larder’.
Douglas was also renown for removing the hands of captured
Thomas Randolph may also be recurited by the English. English longbowmen.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Scottish Heros
Robert the Bruce Earl of Carrick Wallace - Guardian of Scotland
Points Cost: 70 Points Cost: 110
Primary Allegence: Scotland Primary Allegence: Scotland
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 6 SK Skill 6
ST Stamina 3 ST Stamina 3
C Courage 6 C Courage 6
T Tactical points 4 T Tactical points 3
LS Leadership 6 LS Leadership 6
L Luck 1 L Luck 3
Weapons & armour options: Weapons & armour options:
Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (light) 10pts Horse (light) 10pts
Special Abilities: Special Abilities:
Charismatic Leader and Inspirational leader. Charismatic Leader, Veteran Commander, Deadly blow,
Inspirational Leader and Great Patriot.
In August 1296 Bruce and his father swore fealty to Edward I
of England at Berwick-upon-Tweed, but in breach of this After the battle of Stirling Wallace was knighted by Robert
oath, which had been renewed at Carlisle, the younger the Bruce and appointed Guardian of Scotland. Wallace had
Robert joined in the Scottish revolt against Edward in the risen from obscurity to become the virtual King of the Scots
following year. Shortly after the Battle of Stirling Bridge, by proving himself on the battlefield to be the greatest
Bruce defected to the Scots. He was to be crowned King of medieval commander of the time and an unswerving patriot.
Scots at Scone in 1305.
As Wallace was killed before the coronation of Robert the
Robert the Bruce will not fight alongside John Comyn. The Bruce, he may not appear in the same army as Robert the
Earl of Carrick cannot be in the same army as Robert the Bruce King of Scots. Wallace may not fight against
Bruce King of Scots. Edward II because he was executed by Edward I.
The Earl of Carrick may also be recruited by the English.

Alexander Fraser John (the Red) Comyn


Points Cost: 70 Points Cost: 60
Primary Allegence: Scotland Primary Allegence: Scotland
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 5 SK Skill 5
ST Stamina 2 ST Stamina 2
C Courage 5 C Courage 5
T Tactical points 2 T Tactical points 2
LS Leadership 5 LS Leadership 5
L Luck 2 L Luck 2

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (light) 10pts Horse (light) 10pts

Special Abilities: Special Abilities:


Deadly blow, Superior General and Veteran Commander. Veteran Commander and Superior General.

Outstanding supporter of Robert the Bruce who bore these John ‘the Red’ Comyn was a fierce rival of the Bruces. An
arms. He was famous for defeating three English divisions ambitious and charismatic leader for the Scots, his primary
near Roslin in three successive actions on the same day in concern was the crown of Scotland. To this end he openly
1303, and for saving the lives of Sir William Wallace at the fought for the English especially against the Bruces to further
battle of Hopprew and of King Robert Bruce at the battle of his own ends.
Methven. He was captured in 1306, taken to London and Comyn will not fight alongside Robert the Bruce or
there hanged, drawn and quartered. Edward Bruce.
The Red Comyn may also be recruited by the English.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
English Heros
King Edward I (Longshanks) Edward II
Points Cost: 130 Points Cost: 75
Primary Allegence: England Primary Allegence: England
AC Armour Class 5 (plate) AC Armour Class 5 (plate)
SK Skill 6 SK Skill 4
ST Stamina 3 ST Stamina 2
C Courage 6 C Courage 4
T Tactical points 6 T Tactical points 1
LS Leadership 6 LS Leadership 4
L Luck 3 L Luck 2

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Shield 5pts Shield 5pts
Horse (heavy) 15pts Horse (heavy) 15pts

Special Abilities: Special Abilities:


Charismatic Leader, Tactical Commander, Superior General, Charismatic Leader, Veteran Commander
Veteran Commander.
Edward II was not as popular amoung the English nobles as
Edward Longshanks reigned from 1272 to 1307. A truely his father and by comparison he was a poor leader of men.
warlike King, Edward conquered Ireland and Wales before Edward II led the English army in person to meet Robert the
turning his attention to Scotland. He would eventually defeat Bruce at Bannockburn and was defeated, narrowly escaping
Wallace at Falkirk, temporarily subduing the rebellious Scots. the clutches of the Scots.

Edward the II may not fight against William Wallace or


Andrew Moray because they were already killed before his
coronation.

Aymer de Valence Humphrey de Bohun


Points Cost: 70 Points Cost: 55
Primary Allegence: England Primary Allegence: England
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 5 SK Skill 5
ST Stamina 2 ST Stamina 2
C Courage 6 C Courage 5
T Tactical points 2 T Tactical points 1
LS Leadership 5 LS Leadership 5
L Luck 1 L Luck 1

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (light) 10pts Horse (heavy) 15pts
Horse (heavy) 15pts
Special Abilities:
Special Abilities: Veteran Commander.
Charismatic Leader, Tactical Commander and
Superior General. Humphrey de Bohun married, as her second husband,
Elizabeth, daughter of Edward I, and was one of the richest
The Earl fought for Edward I at Falkirk in 1298 and at and most powerful men in England. He was with the king at
Carlaverock in 1300, and was appointed by him Guardian of Carlaverock in 1300, captured the Bruce’s wife in 1306 at
Scotland in 1304. In 1306, commanding the English forces at Kildrummie, and was himself captured in 1314 at
Methven he almost captured Robert the Bruce. Bannockburn.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
English Heros
Henry de Bohun William de Ross, Earl of Ross
Points Cost: 55 Points Cost: 65
Primary Allegence: England Primary Allegence: England
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 4 SK Skill 4
ST Stamina 2 ST Stamina 2
C Courage 6 C Courage 4
T Tactical points 2 T Tactical points 2
LS Leadership 3 LS Leadership 5
L Luck 0 L Luck 1

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (heavy) 15pts Horse (heavy) 10pts

Special Abilities: Special Abilities:


Inspirational Leader. Superior General and Veteran Commander.

A brave and noble knight, Henry de Bohun challenged Robert After his capture at Dunbar, William was imprisoned in the
the Bruce at the start of the Battle of Bannockburn, but he Tower of London. He then took the English side until 1308
was no match for the skilled veteran. when, threatened by Bruce's forces and with no English help
to hand, he submitted to Bruce and was thereafter faithful to
him. His son and successor, Hugh, had also been committed
to the English side, but joined Bruce in 1308 with his father.

William de Ross may also be recruited by the Scots.

Robert Clifford Marmaduke de Thweng


Points Cost: 70 Points Cost: 85
Primary Allegence: England Primary Allegence: England
AC Armour Class 4 (chainmail) AC Armour Class 4 (chainmail)
SK Skill 5 SK Skill 6
ST Stamina 2 ST Stamina 3
C Courage 5 C Courage 6
T Tactical points 2 T Tactical points 3
LS Leadership 5 LS Leadership 5
L Luck 1 L Luck 2

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Longsword 10pts d6(+1) Longsword 10pts d6(+1)
Plate armour 5pts Plate armour 5pts
Shield 5pts Shield 5pts
Horse (heavy) 15pts Horse (heavy) 15pts

Special Abilities: Special Abilities:


Charismatic Leader, Tactical Commander and Tactical Commander, Superior General and
Superior General. Veteran Commander.

Robert Clifford was joint commander of Edward II’s second Marmaduke de Thweng was one of the few who managed
cavalry division at Bannockburn. Clifford was an excellent fight their way back over the bridge at Stirling. He was brave
commander but was killed at Bannockburn. and heroic knight who had the respect of Robert the Bruce
who freed him without ransom after Bannockburn.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Scottish Heros - Brigands
William Wallace of Ellerslie Stephen of Ireland - Brigand Leader
Points Cost: 90 (no banner) Points Cost: 65
Primary Allegence: Scotland Primary Allegence: Scotland (Ireland)
AC Armour Class 3 (leather) AC Armour Class 3 (leather)
SK Skill 6 SK Skill 5
ST Stamina 3 ST Stamina 2
C Courage 6 C Courage 5
T Tactical points 3 T Tactical points 2
LS Leadership 5 LS Leadership 5
L Luck 3 L Luck 2

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Two-handed sword 15pts (d8) Two-handed sword 15pts (d8)
Shield 5pts Longsword d6(+1)
Buckler 2pts Shield 5pts
Bow (short) 5pts Buckler 2pts
Bow (short) 5pts
Special Abilities:
Charismatic Leader, Inspirational leader and Great Patriot. Special Abilities:
Veteran Commander.
William Wallace became an outlaw at an early age after he
single-handedly despatched five mounted English soldiers Driven from his homeland by MacFadyen, one of Edward I’s
when they tried to steal some fish he’d caught. For seven lieutenants, Stephen of Ireland was to become one of
years he led a band of sixty brigands, outlaws and cut-throats Walliam’s most trusted supporters who displayed unswerving
living in and around the great forests of Selkirk, raiding loyalty to Wallace.
English garrisons and ambushing supply waggons. It is not
known if Wallace ever married, but he is said to have worn a
green tunic and his woman was named Marion, so it is quite
possible that Wallace is the source of inspiration for the
ficticous character of Robin Hood.

As Wallace was killed before the coronation of Robert the


Bruce, he may not appear in the same army as Robert the
Bruce King of Scots. Wallace may not fight against
Edward II because he was executed by Edward I.
Wallace of Ellerslie may not appear in the same army as
Wallace Guardian of Scotland.

Grey - Bodyguard to Wallace Kerly- Bodyguard to Wallace


Points Cost: 55 Points Cost: 55
Primary Allegence: Scotland Primary Allegence: Scotland
AC Armour Class 3 (leather) AC Armour Class 3 (leather)
SK Skill 4 SK Skill 4
ST Stamina 2 ST Stamina 2
C Courage 5 C Courage 4
T Tactical points 2 T Tactical points 2
LS Leadership 5 LS Leadership 4
L Luck 1 L Luck 1

Weapons & armour options: Weapons & armour options:


Sidearm (sword or axe) 0pts (d6) Sidearm (sword or axe) 0pts (d6)
Two-handed sword 15pts (d8) Two-handed sword 15pts (d8)
Longsword d6(+1) Longsword d6(+1)
Shield 5pts Shield 5pts
Buckler 2pts Buckler 2pts
Bow (short) 5pts Bow (short) 5pts

Grey and Kerly were the most trusted of William’s captains.


Wallace entrusted them with the role of personal bodyguard
until such time as he could trust the growing numbers of cut-
throats and outlaws swelling his own ranks at Selkirk.

Copyright © 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Scottish Army English Army
Scottish Minor Hero - Captain
Points Cost: 40pts
English Minor Hero - Captain
AC Armour Class 3 (leather) Points Cost: 45pts
SK Skill 4 AC Armour Class 4 (chainmail)
ST Stamina 2 SK Skill 4
C Courage 5 ST Stamina 2
T Tactical points 1 C Courage 4
LS Leadership 4 T Tactical points 1
L Luck 1 LS Leadership 4
L Luck 1
Weapons & armour options:
Sidearm (sword or axe) 0pts (d6) Weapons & armour options:
Chainmail armour 5pts Sidearm (sword or axe) 0pts (d6)
Shield 5pts Shield 5pts
Two-handed sword 5pts d8(+1) Long Sword 10pts (d6+1)

Scots Brigand (Highlander) English Infantry


Points Cost: 6 Points Cost: 5
AC Armour Class 1 (unarmoured) AC Armour Class 4 (chainmail)
SK Skill 3 SK Skill 2
ST Stamina 1 ST Stamina 1
C Courage 4 C Courage 3

Weapons & armour options: Weapons & armour options:


Leather armour 2pts (AC3) Sidearm (sword) 0pts (d6)
Sidearm (sword or axe) 0pts (d6) Shield 2pts
Shield 0pts Two-handed axe 1pts (d6+1)
Two-handed sword 3pts d8(+1) Halberd (pole-arm) 2pts (d6+1)
Polearm (halberd) 2pts d6(+1)

Welsh Longbowman
Scots Brigand - Archer Points Cost: 10
Points Cost: 8 AC Armour Class 1 (unarmoured)
AC Armour Class 1 (unarmoured) SK Skill 3
SK Skill 3 ST Stamina 1
ST Stamina 1 C Courage 2
C Courage 4
Weapons & armour options:
Weapons & armour options: Sidearm (sword) 0pts (d6)
Leather armour 2pts (AC3) Longbow 0pts
Sidearm (sword or axe) 0pts (d6)
Shortbow 0pts
English Heavy Cavalry
Scots Pikeman Points Cost: 18
AC Armour Class 4 (chainmail)
Points Cost: 7 SK Skill 2
AC Armour Class 2 (padded) ST Stamina 1
SK Skill 3 C Courage 3
ST Stamina 1
C Courage 4 Heavy horse Armour Class 2

Weapons & armour options: Weapons & armour options:


Sidearm (hand axe) 0pts (d6) Sidearm (sword, mace, axe) 0pts (d6)
Pole-arm (pike/halberd) 2pts (d6+1) Shield 2pts
Shield 2pts Lance 2pts d6

Banner Bearer, profle as Brigand Banner Bearer, profle as Infantry


Unarmoured + sidearm Chainmail + sidearm
Leather 2pts Light horse 10pts
Chainmail 3pts Heavy horse 13pts

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

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