Caliburn’s Wrath An Arthurian Wargame By: Matt Cappetta Introduction Caliburns Wrath is a 25mm scale war-game created to represent intense clashes between small bands of footsoldiers. All measurements are in inches and all die rolls are on a six sided die unless otherwise noted. Turn Sequence Move Sequence Player 1 Move Player 2 Move Melee Movement Each warrior has an assigned move. He may move this and perform another action such as shooting or defending or one may opt to run, in which case he moves double. Charges When a unit charges he may move double his normal move into base contact with an enemy figure. When a character charges he will get certain bonuses in his combat phase. These are covered later. Terrain Terrain has the ability to slow or quicken movement. Unless otherwise noted the modifier is not doubled if a warrior runs. Terrain Modifiers Rocky Ground -1 Muddy Ground -1 Stream -1 River-2 Brush -1 Thorny Brush -2 Marsh -2 Road +1 Grassy Plain +0 Uphill -1 Downhill +1 (Only when running) Forest -1 Cliff -3 Rubble -1 Melee Charges In close combat charges are resolved before regular combats. When a warrior charges another he gets a +2 to his combat result. However if the defender is armed with a spear or similar pole arm he only receives a +1 bonus. Combats For a combat both combatants roll one d6 for each of their combat dice. The higher score after modifiers is the winner of the combat. He then rolls on the damage chart and applies any modifiers for the defenders armor and his own weapon. Damage Roll 2d6 and add then results: 2-4 No Damage is Dealt 5 Shield Broken if applicable, otherwise Leg Wound 6 Leg Wound -2 to movement on all further move sequences 7-8 Arm Wound -1 In all further combats 9 Neck wound -2 in all further combats 10-11 Head wound warrior is slain 12 Decapitated, unpreventable kill Arms and Armour The following is a list of arms and armaments that characters may purchase. Each warrior comes with a gold amount which he must use to equip himself. Armour Unless otherwise noted armour will subtract a given amount from the roll on the damage table. Mail Suit Protection: -1 Move Penalty: -0 Cost: 4GP Cloth Tunic Protection: -0 Move Penalty: -0 Cost: 0GP Partial Plate Protection: -2 Move Penalty: -1 Cost: 5GP Full Plate Protection: -3 Move Penalty: -2 Cost: 7GP Helmet When ever a 10 is scored on the wound chart it is reduced to a 9. Weapons A character may carry the following combination of weapons: A Spear, Shield, Hand Weapon Two Handed Weapon, Hand weapon Two Hand Weapons, Shield Spear, Shield Hand Weapon, Shield In addition everyone is assumed to carry a dagger. If two ones, unmodified are ever rolled in close combat the current weapon is broken unless it is a sword. If it is a sword roll 1d6. 1-3 The weapon shatters, 4-6 the weapon is fine. One Handed Weapons Longsword Damage Bonus: None Cost: 2gp Special Bonuses: None Mace Damage Bonus: None Cost: 1gp Special Bonuses: No protection is received from mail Mourning Star Damage Bonus: +1 when charging, otherwise none Cost: 2gp Special Bonuses: On double ones in combat bearer receives wound. Spear Damage Bonus: None Cost: 1gp Special Bonuses: Chargers modifier is reduced to +1. Hand Axe Damage Bonus: None Cost: 1gp Special Bonuses: 4 or 5 will break shield. Two Handed Weapons War Axe Damage Bonus: +1 Cost: 3gp Special Bonuses: 4 or 5 will break shield. Bastard Sword Damage Bonus: +1 Cost: 3gp Special Bonuses: None Flail Damage Bonus: +2 when charging, otherwise none Cost: 3gp Special Bonuses: On double ones in combat bearer receives wound. Shields Before taking a wound roll warriors with shields may roll a shield save. They roll 1d6: 1 Shield Broken 2-3 Wound Saved 4-6 Roll Damage as normal Shields cost 1GP Scenarios Last Stand Defender has 75% of attacker’s points. The defender may arrange terrain as he wishes. Pitched Battle Straightforward battle with equal points. Battle in the Castle Equal Points Values in a tight and enclosed space. Duel One on one combat with near equal point values. Capture the Relic Equal point battle. First to escape the board with the relic wins. Profiles King Arthur Pendragon Points: 20 Combat Value: 4d6 Gold Pieces 15 Scabbard of Excalibur- -3 to wound rolls Excalibur Damage Bonus: +2 Cost: 8gp Special Bonuses: Cannot be Broken Sir Gawain Points: 10 Combat Value: 3d6 Gold Pieces 11 The Green Knight Points: 40 Combat Value: 5d6 Gold Pieces: none The Green Knight is armed with a war axe Decapitations do not hurt the Green Knight. He has natural -2 armour. Sir Kai Points: 10 Combat Value: 4d6 Gold Pieces 10