Manic Medieval Mayhem v13
Manic Medieval Mayhem v13
Manic Medieval Mayhem v13
Leaders
Some figures in each force should be identified as leaders. Each leader has a command number,
which will be a whole number and usually no higher than 6. The total of all the leaders’ command
numbers should equal the total number of figures in a force who are not leaders.
Turn structure
At the start of the turn the players dice for the initiative. The player who wins the initiative can then
activate a leader, which can issue orders. After the resulting actions have been completed, play
passes to the other player, who can then likewise activate a leader. Play continues to alternate
between players in this manner. Each leader can only be activated once each turn. A leader that has
been removed from the table cannot be activated.
A player who does not wish to activate a leader can choose not to do so, and pass play back to his or
her opponent. A player who has activated all his or her leaders must pass play back to his or her
opponent.
Once all leaders on both sides have been activated, or if both players pass consecutively, a single
order can be issued to every figure that is out of command range. A figure is out of command range
if it is not a leader and is not within 3” of any leader that, if activated, could issue an order to that
figure. To receive an order a figure must have been out of command range immediately after all
desired leaders had been activated, and still be out of command range at the point the order is
issued. The process for issuing these orders is as follows.
The player that does not have the initiative can issue an order to any of his or her figures that is out
of command range. Once the order has been actioned the same player can then issue another order
to a different figure that is out of command range, and so on, until either all that player’s figures that
are out of command range have had an order issued to them, or the player does not wish to issue
any more such orders.
The process is then repeated by the player who has the initiative, and the turn then ends.
Orders
A figure can be ordered to move, range attack, melee attack, or withdraw.
• Any figure armed with javelins can be ordered to make a range attack and then move, withdraw,
or melee attack. The range attack cannot be a multiple range attack.
• A mounted figure armed with a hunting bow can be ordered to make a range attack and then
move or withdraw. The range attack can be a multiple range attack if desired.
In both these cases the two combined actions count as a single order.
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Command rolls
Before issuing orders, a command roll must be made. This roll may restrict the type of orders that
can be given. There is no need to state which orders will be issued before making the command roll.
To make a command roll, roll a die. If rolling on the activation of a leader, add three to the result.
Then compare the modified result with the table in the appendix. A figure cannot be ordered to take
an action with a required roll higher than the modified command roll.
Leader activation
An activated leader can issue orders to any figures that are not leaders and are within 3” of the
activated leader. The total number of figures given orders cannot exceed the activated leader’s
command number.
The orders that can be issued are all restricted by a single initial command roll, which has three
added to it. Orders are issued to figures one at a time, with each figure completing its ordered action
before an order is issued to the next figure. Different orders can be given to different figures. There
is no need to specify which orders will be given, or to which figures, in advance.
Any individual figure can only be given a single order in any one leader activation. Note however that
a figure can be given an order in more than one leader activation within the same turn.
Once all orders to other figures have been issued and actioned, the activated leader can itself take
an action. No command roll is required for this, and the leader can take any action that it chooses.
Movement
A figure may move up to its movement distance, or its movement distance less 2” if it encounters
terrain. Movement can be in any direction, and a figure can change direction as often as desired
during its move.
A figure can move freely through friendly figures. A figure cannot end its move in a position where
its base overlaps that of another figure.
A moving figure cannot at any point in its move come into contact with any enemy figure, except
that if a figure starts its move in contact with an enemy figure it can move out of contact, initially
moving so as to as soon as possible open up a gap of at least 1” between it and any enemy figure,
and then remaining at least 1” from any enemy figure during the rest of its move.
A figure encounters terrain if any part of its base moves through woodland, and/or ground that is
considered to be heavy going, and/or over an obstacle or obstacles, and/or crosses a contour line or
lines during its move. The 2” penalty is only applied once per move, no matter how many different
pieces of terrain the figure moves over.
A mounted figure cannot move any part of its base into or through woodland. No figure may move
any part of its base into or through any area deemed to be impassable terrain.
Any figure moving off the table for any reason is permanently removed from play.
Withdrawal
A figure that withdraws moves as usual, but subject to the additional requirement that at no point
during its move can it reduce the distance between it and the nearest enemy figure to which it then
has, or previously in its move had, a clear line of sight.
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Range attacks
A figure with a range weapon, that is not in contact with an enemy figure, can range attack a single
target figure to which it has a clear line of sight, which is within range, and which is not in contact
with a figure friendly to the range attacking figure. A range attack can be made in any direction.
Line of sight runs from centre base to centre base. It is blocked by the bases of other figures,
buildings, tall walls, tall hedgerows, 1” or more of woodland not covered by the base of the attacking
and/or target figure, and ground that is higher than both the attacking and the target figure.
A target figure is in cover if:
• the line of sight between the range attacking and target figures crosses a low wall or low hedge,
unless the range attacking figure is in contact with that wall or hedge;
• the line of sight between the range attacking and target figures crosses any area of woodland
not covered by the base of the attacking and/or target figure; or
• any part of the target figure’s base is in woodland.
Melee attacks
A melee attacking figure must move in a single straight line directly into contact with one or more
enemy figures, and then strike at one of the enemy figures it is in contact with. The attacking figure
must stop moving as soon as it contacts an enemy figure. Otherwise, the usual rules for movement
apply to a melee attacking figure.
A figure that starts its move in contact with an enemy figure cannot be ordered to melee attack a
different enemy figure. If such a figure is ordered to melee attack it must stay where it is and strike
an enemy figure that it is already in contact with. Alternatively, it can be ordered to move or
withdraw out of contact with all enemy figures.
Then roll a die to hit. If the figure being struck has a weapon with a longer reach than the striking
figure, then subtract one from the roll. If the striking figure has a weapon with longer reach than the
figure being struck, then add one to the roll. If the modified roll is greater than or equal to 4, then
the strike results in a hit.
If a hit is scored, then roll a die. If the result equals or exceeds the struck figure’s armour value then
the struck figure is removed from play. For certain weapons (see the appendix) 1 is added to this roll.
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Optional rules
Ammunition
Each force only has a limited amount of ammunition for each type of range weapon. Every time a
figure in that force makes a range attack with a weapon of that type, this stock of ammunition is
reduced by one. If a figure makes a multiple range attack, then the stock of ammunition is reduced
by a further two (so a multiple range attack uses a total of three pieces of ammunition).
When its stock of ammunition is exhausted, the force can make no more range attacks with that
type of range weapon.
The total stock of ammunition for each force for each weapon type should be calculated at the
beginning of the game by counting the total number of figures in that force armed with a particular
type of range weapon and multiplying it by the ammunition value for that weapon.
Bravery tests
If a natural six is rolled when testing against the armour value of a figure hit by a range or melee
attack, then all figures friendly to the struck figure, with a clear line of sight to it, and within 3” of it,
must take a bravery test. These tests are taken in the order decided by the striking player.
To take a bravery test roll a die and adjust the result as follows:
• -1 if the testing figure has a higher armour value than the struck figure
• +1 if the testing figure has a lower armour value than the struck figure
• -1 if the testing figure is a leader or a character
• +1 if the struck figure was a leader
If the modified roll is 4 or above, the testing figure must immediately take a withdrawal action,
moving in such a way that maximises the distance between it and the enemy figure that delivered
the strike leading to the bravery test.
Characters
Figures may be characters. A character is a leader with a command number of 0. As such it has no
ability to give orders to other figures, but when activated can itself take any action desired, without
having to pass a command roll.
For small skirmish games you may wish to make every figure on the table a character.
Command snobbery
Reflecting the hierarchical social structures of the early middle ages, leaders that are not wearing
armour cannot give orders to figures that are wearing armour.
Force commander
One of a force’s leaders may be nominated as the force commander. When activated the force
commander can issue orders to any friendly figure within 3”, including other leaders, and has a +4,
rather than +3, modifier to its command rolls.
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Additional movement penalties
Infantry armed with spears, polearms or war bows suffer a 3” rather than a 2” movement penalty
when encountering terrain.
• both the range attacking and the target figure are on ground that is higher than the low hedge
or wall; or
• the range attacking figure is on ground that is higher than both the low hedge or wall and the
target figure, and the target figure is not in contact with the low hedge or wall; or
• the range attacking figure is on the same level as the low hedge or wall, and the target figure is
on a higher level.
However, if a range attacking figure and a target figure are both at a higher level than an intervening
figure, then the base of the intervening figure does not block line of sight.
The ammunition value for heavy javelins is one, so at the start of the game the ammunition stock of
heavy javelins is equal to the number of figures that are carrying them. A figure armed with a heavy
javelin cannot make a multiple range attack.
Special abilities
You may wish to give certain leaders or characters a special ability. These might include:
• +1 when rolling to hit with a specified weapon with which they are particularly adept
• An increased armour value, maybe due to exceptional agility, high quality armour, or luck
• +1 when rolling against an opponent’s armour value in melee, due to exceptional strength
• Adjustments to a leader’s command roll, to reflect exceptionally good or poor leadership skills.
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Appendix: Reference tables and figure statistics
Weapons carried
• A figure can carry a single melee weapon, or a single range weapon plus a one-handed weapon that is not a spear.
• A figure cannot use a shield if it is armed with a two-handed melee weapon, a hunting bow, a war bow, or a crossbow.
• A mounted figure cannot use a war bow or a two-handed melee weapon.