Sampson Ships

Ancient Skirmish Rules



Designed and used in 28mm scale.

Turn Sequence

Players take alternate turns with the following phases,each phase must be taken in order. Thus a player must move all the figures they intend to move before proceeding to Missile Fire.

  • Move
  • Fire Missile Weapons
  • Melee

Movement

The basic movement speed for all infantry figures is 4". Riders may move at 8".

Infantry carrying shields reduce thier movement rate by 1/2".

Infantry wearing armour reduce thier movement rate by 1/2".

Infantry in Bad-Going reduce thier speed by 2". Bad-Going is a catch all phrase for marshy, rocky or ground covered with thick undergrowth. Other particular terrain features should have any movement penalty specified before play starts.

Riders in Bad-Going reduce thier speed by 4".

Turning on the spot costs 1" movment per 90 degrees. This does not apply to normal movement. A figure may be moved across the ground and end its turn facing in any direction. The turning cost only applys if the figure does not move from the spot.

Fire Missile Weapons

The various weapons have differing ranges as shown in the table below.
Weapon Range Die Mod'



Long Bow 24" -
Short Bow 16" -
Sling 16" -1
Peltast 18" -
Javelin 10" +1

When a figures fires a weapon the firer and the target roll a die. The Attacker adds / subtracts the Weapon Die Mod listed above. The Defender may +1 to thier score for using a shield, and or +1 for wearing armor, and or +1 for intervening objstacle.

The target is only killed when his score is doubled by the opponent. If the shooters score is higher than the opponent but does not double it, then the target is suppresed next turn. A suppresed figure may not move, but may fight or shoot.

A figure in melee may not fire or be fired at.

Melee

Simply put, all figures in base to base contact are in melee. When a figure moves into contact, the target figure is turned to face the new arrival unless it is already in melee with another figure. Both sides roll 1 Die and apply the following modifiers.
Situation Die Mod'


Using Shield +1
Wearing Shield +1
Uphill of Opponent +1
Defending Obstacle (*) +1
Longer Weapon ( first round of melee only ) +1
Moved into Contact +1
For each comrade assiting the melee +1

* - Defending is classified as not willing or trying to climb over the obstacle to get at the opponent. Thus a figure defending a strong point is unlikely to be trying to climb over thier own defences.


A result of double the opponent means the opponent is killed. If not doubled but higher than the opponent, then the opponent is pushed back.

Pushing Back

When a figure is pushed back it moves directly ( or as near as possible ) backwards a number of inches equal to the differnce in combat scores, and turns through 180 degrees. When two or more friends are meleeing a single opponent and lose, only the main protagonist is pushed back or killed.

When a pushed back figure has a friend or friends immediately to thier rear, this acts as a shock absorber for push backs. For each friend immediately to the rear reduce the push back distance by 1 inch, also the figure is not turned through 180 degrees.