Barbarica
Some ideas I'm prototyping for skirmish-scale solo rules set suitable for Bronze Age, Iron Age, Roman, and early Medieval wargames. Expect axes, spears, and shields. I'm iterating a simple scenario and tweaking when I can. Bring on the hex paper!
Somewhat inspired by the episodic format of Mike Lambo's "Solitaire" games, I want to introduce storytelling, simple roleplaying elements, and a progression system to a simple but strategic set of rules.
Rounds & Turns
A scenario takes place over a series of rounds. In a round, each unit on the battlefield takes a turn, in which they move, attack, and perform other actions. Once all units have taken a turn, the current round ends and a new round begins.
As Barbarica is a solo game, you (the player) take actions on behalf of the enemy (non-player) units and your own units. You should play both sides to the best of your and their ability. After all, if you don't, you're only cheating yourself! The rules for each scenario give you a framework for how the enemy will behave (see #NPC Unit Intelligence).
Units
TODO:
Attributes
Units have the following attributes, easily remembered with the acronym MEADS. Attributes are scored from 1-10.
Movement
How many hexes the unit moves on their turn.
Expertise
The martial skill of the unit.
Attacks
How many attacks the unit may make on their turn.
Discipline
Coolness in combat, willpower, and mental resilience.
Strength
The unit's physical toughness, numbers, and morale. A unit's effectiveness reduces with Strength as it suffers casualties and becomes demoralised.
NPC Unit Intelligence
Each scenario includes a set of conditions that enemy (non-player) units will follow.
Will move towards the nearest player unit that is in contact with at least one allied unit. Will attack fleeing enemies with their bows. Will attempt to move next to a friendly unit.
Read through these conditions for each NPC unit whenever they move or attack. If none of the conditions apply, roll a D6, add the unit's Strength, and compare the result to the table below. Alternatively, choose an option that you think makes sense given the unit's strategic position on the battlefield!
Roll | Move Action | Attack Action |
---|---|---|
2 | Move away from the nearest player unit, preferring to move towards a friendly unit. | If in contact with a player unit, begin a #Fighting Retreat as soon as possible, preferring to move towards a friendly unit. |
3 | ||
4 | ||
5 | ||
6 | ||
7 | ||
8 | ||
9 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 |
Behaviours
Aggressive
Defensive
Cautious
Prefer (Ranged/Melee)
Reckless
Unit Cards
Unit cards display a unit's name and statistics, followed by any equipment or special rules that apply to them. Beneath this are several tracks you can use to keep track of each individual unit's Strength during a scenario. There will be one track for each unit (in the example below, there are two Tribal Slingers in the scenario).
Tribal Chieftain | |||||||||
Mov. | 1 | Exp. | 3 | Atk. | 1 | Dis. | 3 | Str. | 5 |
Wears light armour and carries a spatha and a sling. | |||||||||
1 | 2 | 3 | 4 | 5 | |||||
1 | 2 | 3 | 4 | 5 |
A scenario will have unit cards for each of the friendly and enemy units. It's recommended that the player uses a pair of counters for each unit (identified by colour or an icon): one for the map, and a matching counter to track that unit's Strength on its unit card.
Unit Tokens
Unit tokens represent each unit on the map. They summarise the unit's MEADS scores and provide a visual indicator of the type and number of the unit.
1 | ^ |
|
---|---|---|
M:1 A:1 |
E:3 D:3 |
|
S:5 |
The number on the top-left is the number of the unit, e.g. Slinger 1. The caret at the top of the token indicates its #Facing. An icon shows the type of unit and its Movement, Expertise, Attacks, and Discipline are displayed next to the icon. Beneath the icon is the unit's Strength.
Leaders
Some units are Leaders. A Leader unit grants certain benefits to other units close to it or that it is attached to.
TODO:
Resolving Actions
An action is something you need to roll dice for to decide its outcome. Combat is the most common example of an action. To resolve an action, you roll a number of six-sided dice (the rules will tell you how many) and count the dice that are equal to or greater than a Target Number (TN). This is commonly called a "test".
To work out the TN, compare two attributes on the table below. In combat, this is usually the attacker's Strength vs. the defender's Strength. For psychology tests, it is often a unit's Discipline.
"A" is the "attacking" attribute and "D" is the "defending" attribute. The number at the intersection of the two is the Target Number. The attacking attribute always comes first in the rules, so a test of "Strength vs. Discipline" would mean that Strength is the attacking attribute.
A/D | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 |
2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 |
3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 |
4 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 |
5 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 5 |
6 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
7 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 |
8 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 |
9 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 |
10 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 |
The Wild Die
Whenever making a test, always roll one additional die that differs from the others. This is the Wild Die and may have specific effects, depending on what action you're rolling for, what weapon is being used, and the specific scenario.
Combat Tests
Combat is a test of Strength vs. Strength. Therefore, as a unit suffers #Wounds and loses Strength, it becomes less effective.
The attacker rolls a number of dice equal to the attacking unit's Expertise plus the Wild Die.
After rolling:
- If attacked in melee combat, remove any dice showing a score equal to the defending unit's Expertise. This represents parrying and dodging.
- If attacked at range and the defending unit is carrying a shield, remove any dice showing a score equal to the defending unit's Expertise. This represents the unit using their shield to block arrows and other missiles.
- Remove the lowest scoring die if the defending unit is carrying light shields or wearing light armour. If they are carrying heavy shields or wearing heavy armour, remove the highest scoring die instead.
Each remaining die showing a score equal to or higher than the TN inflicts one wound on the defender.
A Strength 8 unit with 4 Expertise is attacking a Strength 6 unit with 3 Expertise wearing light armour in melee combat. The attacker rolls 4 dice + 1 Wild Die (shown in bold), scoring:
1, 1, 3, 4, 5
The attacker removes any dice showing a 3 as the defender has 3 Expertise. They also remove one die showing a 1 as the defender is wearing light armour. This leaves three dice showing 1, 4 and 5. The target number to inflict a wound is a 3 (Strength 8 vs. 6), and the defender suffers two wounds from the 4 and 5.
Discipline Tests
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Wounds
Each wound reduces a unit's Strength by 1. Remove units from play that fall to 0 Strength. They are dead or otherwise combat-ineffective.
If the rules ever ask you to count the number of wounds a unit has taken, simply subtract its current Strength from its starting Strength, e.g. a unit that started with 8 Strength that now has 3 Strength has suffered 5 wounds.
Attacks per Round
Unless the rules state otherwise, a unit may only make a number of attacks each round equal to their Attacks attribute.
Ranged Combat
Attacks at range have the benefit of allowing the attacker to engage enemies at little risk to themselves. Ranged combat occurs before melee combat in a round, but follows the same process. See #Resolving Combat Actions.
Ranged attacks do not provoke #Return Attacks from the defender in the same way as melee attacks.
Distance to Target
To determine how far away a target is, count the shortest number of hexes from the attacker to the hex they are in. If the target is at an angle, this is done by counting hexes at an angle until you reach a direct line to the target, then counting down the line.
Range Modifiers
Each ranged weapon lists the #Range at which it is most effective, measured in hexes. This is the range at which direct attacks (not #Indirect Fire) are most effective.
- At half this range (or less), attacks gain a bonus of +1 die.
- Beyond and up to double this range, attacks suffer a penalty of -1 die.
- Beyond double this range, attacks are ineffective.
Firing Arcs
Ranged weapons can only fire in the forward arc, at targets within 180 degrees forward of their facing.
Horse archers can also shoot targets on their left flank, as they hold their bow in their left hand, lean left, and draw and fire with their right arm.
Line of Sight
TODO:
Shooting into Cover e.g. forests
Shooting from Cover
Shooting from Woods & Forests
Direct attacks may only be made from inside a wood or forest if the unit is at the edge of the forest, adjacent to open terrain. #Indirect Fire may occur one or two hexes from the edge of the forest.
Indirect Fire
TODO: what you can do if you don't have LoS.
Shooting into Melee
Making a ranged attack into a melee where friendly and enemy units are in contact risks hitting allied units.
If the remaining wounding dice also include the Wild Die, split the wounds evenly between all units in contact with the target unit. Apply any remaining wounds to the original target.
An enemy unit in contact with two friendly units suffers five wounds from a volley of bow fire, and the wounding dice include the Wild Die. The enemy unit suffers three wounds, and each friendly unit suffers one wound (1 wound evenly across each of the three units, and the remaining 2 added to the original target).
Melee Combat
See #Resolving Combat Actions.
Return Attacks
A defender may also fight back against their attacker. Before resolving a defender's wounds, they may choose to perform a return attack. Both sides then suffer wounds at the same time. A melee is not an "I go, you go" affair; it is a confusing, bloody clash of bronze, iron, and blood.
Return attacks are subject to the #Attacks per Round rule. A unit cannot perform a return attack if it has already used all its attacks this round.
Pushing Forward
A unit that has reduced an enemy unit to 0 Strength may make a free move into that enemy unit's hex after both sides have resolved combat, as long as that space does not contain any other enemy units.
Only the unit that has defeated the enemy unit may push forward. Other friendly units on the same hex (see #Stacking Units) must remain where they are.
Facing & Formations
Facing
A unit is always considered to be facing in the direction it last moved.
A unit changes facing towards any unit it attacks (including return attacks).
A unit changes facing when it flees.
Front, Flank, Rear.
Fighting Retreat
When a unit performs a fighting retreat, they maintain their facing towards at least one enemy unit and withdraw, whilst maintaining contact with that unit. This allows them to bring shields and weapons to bear, remain engaged, but also withdraw from an area under their own terms.
To begin a fighting retreat, a unit must:
- Be in contact with an enemy unit.
- Use their movement to move backwards away from the unit, while maintaining their facing.
Before moving, the unit must use their attack against an enemy unit in contact.
Stacking Units
Attacking Flanks & Rear
Rear Attacks
Can't use shields. Suffer +1 wound if successfully attacked in melee. May cause a rout.
Action Order
Each round, actions occur over five phases: Psychology, Movement, Ranged Combat, Melee Combat, and Resolution at the end of the round.
Phases occur with the player taking actions and resolving rules first, followed by the enemy. For example, at the start of a round, the player resolves any rules for Psychology, followed by the enemy units making Psychology tests, before moving on to the Movement phase.
1. Psychology
Use same mechanics, rolling Discipline vs. {something}.
Rout tests, etc.
Rallying
Standard bearers, musicians, etc. do their thing.
Berserkers and fanatics.
Routing Units
A unit that is routing changes its #Facing to point away from its attackers and uses all its Movement in the most efficient way possible to put as much distance as it can between itself and its aggressor. This may mean avoiding #Difficult Terrain and taking the most efficient route possible to escape combat.
During the Psychology phase, make a roll of 2D6 (one of which is the Wild Die). Determine the target number in the same way as a normal attack, with the attack strength being replaced by the unit's Discipline and the defending strength being replace by the number of wounds the unit has suffered.
- f the Wild Die scores below the TN, the unit suffers one wound. Routing is messy, panicked, and often results in as many casualties as battle itself.
- If one die succeeds at matching the TN or higher, the unit stops routing but may not take any actions that round, other than changing its facing, as it reorganises its ranks.
- If both dice succeed, the unit stops routing and may take actions as normal on this round.
2. Movement
The player units move in whatever order the player chooses, followed by the NPC units. Each unit may move up to their Movement attribute in hexes. A unit isn't obliged to move at all.
A unit may not start or end its movement in the same hex as an enemy unit. A a unit moves into a hex that is next to a hex containing an enemy unit, it must immediately stop and change facing to that enemy unit.
A unit may change its facing at the end of its movement.
Difficult Terrain
The scenario map will highlight terrain that is difficult to cross. Moving through difficult terrain halves movement.
Therefore, a unit with Movement 2 could move onto difficult terrain but then must stop (cost: 2). A unit with Movement 3 could move onto difficult terrain and then off onto normal terrain (cost: 2 + 1). A unit with Movement 1 can move onto difficult terrain but must then miss the next round's Movement phase before they can move off.
Woods & Forests
Woodland and forests count as #Difficult Terrain and block the #Line of Sight to any unit inside them that has at least 1 additional hex of woodland between them and an enemy unit.
Charging
A unit that intends to move into melee combat with an enemy unit may perform a charge. In order to charge:
- The unit cannot already be in contact with an enemy unit.
- The unit cannot be stacked with another friendly unit, unless all units in the stack also intend to charge or that unit is a Leader.
- The unit must be within 1 hex of a Leader or succeed at a Discipline test.
A charging unit gains +1 to its Movement and:
- Must use their move to move into contact with an enemy unit.
- Cannot perform any other movement this round.
A charged unit:
- May opt to counter-charge and use their Movement to intercept the charging unit. Both units move simultaneously and meet at a point between the units (which may not be the mid-point, because of limits on movement or factors such as #Difficult Terrain).
- May make a single ranged attack against the charging unit, if they have ranged weapons. The attack is made at -1 die and occurs at a range decided by the charged unit, i.e. they may wait until the charging unit comes into range or gets very close.
- May choose to flee.
After resolving the Movement phase, each charging (or counter-charging) unit gains a bonus of +1 die to their first attack this round.
Fleeing a Charge
TODO: move away. Can still be caught by a fast attacker, in which case become routed. Attacks against a fleeing enemy are always #Rear Attacks.
3. Ranged Combat
Resolve ranged combat from the player side first, followed by the enemy side, in whatever order of units the player chooses. For ranged combat terminology, "shooting", "throwing", "firing" and other such terms are all synonymous.
4. Melee Combat
Resolve melee combat from the player side first, followed by the NPC side, in whatever order of units the player chooses.
5. Resolution
Resolve effects and special rules.
Check whether hidden units remain hidden or are noticed.
Weapons & Armour
Melee Weapons
Battle Axe
Any axe used two-handed.
Club
+1 die when attacking units wearing heavy armour.
Dagger/Knife
TODO:
Great Sword
A heavy, long-bladed sword that is held and swung with both hands. Such swords also include the falx, with its inwards curved blade that can reach over a defender's shield.
Defenders with light shields gain no defensive benefit from them when attached with a great sword. If an attack with a great sword results in any wound dice, it also inflicts +1 additional wound.
Hand Axe
Incl. bearded axe, hatchet, etc.
Improvised Weapon
-1 die and -1 wound (may reduce wounds inflicted to zero).
Short Sword
TODO: c.f. Gladius, Falcata and Kopis.
+1 die on attacks against units wearing heavy armour, unless they are also carrying a shield.
Spatha
The spatha is a "long sword", with a straight, double-edged blade, typically up to 40 inches long. This category includes the anthropomorphic handled swords of the western tribes, as well as those used by more disciplined soldiers.
The spatha is a common weapon, found in use by the armies and tribes of the known world. It has no special rules.
Spear (Dismounts)
A pole-arm with a blade attached to the end of a long, typically wooden shaft. Some heavier spears, typically hunting spears, also include horizontal tines behind the blade to prevent their prey from sliding up the shaft.
-1 die on return attacks because of the increased reach of the spear.
Ranged Weapons
Axe, Thrown (Range 2)
TODO:
Composite Bow (Range 15)
TODO:
Dart (Range 3)
TODO:
Improvised Weapon, Thrown (Range 1)
This category includes any object that is thrown at an enemy that is not explicitly designed to be used as a throwing weapon. Rocks, swords (no, swords aren't meant to be thrown), skulls, and helmets all fall into this category.
-1 die. Heavy armour and heavy shields reduce wound dice by 2, light armour and light shields reduce wound dice by 1.
Javelin (Embeds in Shields, Range 7)
TODO:
Self Bow (Range 10)
TODO:
Sling (Range 10)
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Spear, Thrown (Embeds in Shields, Range 4)
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Weapon Properties
Weapon properties are special conditions and rules that apply to the weapon when used.
Dismounts
Weapon may dismount riders that are on horseback. If the wounding dice include the Wild Die, the attacker may choose to dismount a unit instead of causing any wounds.
Embeds in Shields
If the wounding dice include the Wild Die and the enemy is using a shield, the attacker may state that the weapon becomes embedded in the enemy's shields instead of causing any wounds. This renders the shields useless (they must be discarded) unless the enemy uses a full turn (no movement or attacks) to remove the embedded weapon.
Range
The range of the weapon in hexes.
Armour
TODO:
Light Armour
TODO:
Heavy Armour
TODO:
Units in Heavy Armour must use an additional point of Movement when moving through #Difficult Terrain.
Shields
TODO: Light vs. Heavy.
Other Rules
Breaking from Melee Combat
A unit that attacked or defended against an attack on the previous round, that moves out of melee combat range of an enemy unit, provokes an attack of opportunity from each enemy unit they have moved out of contact with.
Each such enemy unit gets a free attack, which the disengaging unit may not make a return attack against. The only exception to this is when the unit is performing a #Fighting Retreat.
Mounted Units
A single token is used to represent a unit on horseback, or a mobile unit such as a chariot.
Firing from Mounts
TODO:
Glossary
"In Contact" - a unit is in contact if its hex is next to a hex containing an enemy unit.
"{subject} may {action}" - wherever the rules use the modal verb "may" to describe an action, that action is always optional. For example, "a unit may choose to move" implies that moving is not mandatory.
"Wounding Dice" - the dice that are left over after removing dice from a roll, that score the TN or higher and will inflict wounds.
Scenarios
Scale
A hex is assumed to fit inside a 10m x 10m square by default. A unit of ten men will fit inside it with ease. Therefore, a hex that is ten hexes away is approximately 100 metres away. This is the baseline used to calculate distance, for example, for ranged weapons.
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Some scenarios increase or decrease this scale. Rather than assuming a unit of ten men will fit inside a hex, they might treat units as individuals and therefore, the size of a hex is much smaller. A scenario that adjusts the scale of a hex will explain how, as well as any special effects, in its description.
Scenario 1: Sic Semper Tyrannis
It is a week since the Tribunus visited your village and demanded you hand your daughter over to him. He was drunk when he arrived, escorted by a Praefectus and eight Auxiliaries, clad in their banded metal armour. You said no, a week ago, and he made clear what the repercussions would be on your village if you said no again. He gave you a week to make preparations. The answer remains the same.
In Sic Semper Tyrannis you and what few villagers pass for warriors have laid an ambush for the Romans. Their overconfidence will be their downfall. No more will they take your sons and daughters as tribute, demand grain and leave your village starving, and stamp their authority over your tribal lands.
Set Up
The following units are used in this scenario. Position them on the map as described.
Player Units
1 x Tribal Chieftain
2 x Tribal Slingers
4 x Tribal Axemen
6 x Tribal Spearmen
Place the Chieftain in one of the hexes marked with a C. Place the Slingers in the towers, each of the Axemen up to two hexes away from the Chieftain, and each Spearmen on any forested hex.
Enemy Units
1 x Roman Tribunus
1 x Roman Praefectus
8 x Roman Auxiliaries
Place the Tribunus in the hex marked with a T, the Praefectus in the hex marked with a P, and the Auxiliaries in the hexes marked with an A.
The Ambush
The scenario starts off with an ambush. Only the Chieftain and Axemen are out in the open, to greet the Tribunus. All other units are in hiding ready to attack at the Chieftain's signal.
The player units each take a free turn (following the normal #Action Order) before the first round starts.
Victory & Defeat Conditions
Victory is simple: leave no one alive. However, if the Tribal Chieftain also dies, this affects the next scenario.
If the Tribunus moves off the edge of the battlefield on the bottom side of the map, the player loses. The Tribunus returns to the nearby Roman settlement, rallies more troops and returns, laying waste as he does so.
Special Rules & Enemy Behaviour
The scale of the scenario, with each unit representing one person, means weapon ranges are doubled.