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DiceWhile the majority of the time you will be rolling six sided
dice, you will also require a range of multi-sided dice
including d8, d10, d12 and 20 sided dice. Heroes,
Commanders and certain weapon types employ the greater
sided dice.
Base sizesAs 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
Commanding models are based on larger size bases.
The standard foot soldier will be based on a 25mm round
base, however Captains and named heroes will use a 30mm
base. Banner bearers use a 50mm base. Finally, charge and
hold markers will use a 20mm base.
Record SheetIt is important to keep a record sheet for noting the details of
your heroic models - recording skill scores, luck and wounds
(stamina) remaining.
Model CharateristicsEach soldier or hero has the following characteristics which
make up his profile and describe his fighting ability.
Skill (S), Armour Class (Ac), Stamina (St), Courage (C),
Tactical (T), Leadership (L), Luck (Lk)
Normal soldiers will not have Luck , Leadership or Tactical -these characteristics are the reserve of captains and Heroes.
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Rebellion
In the month of May, the perfidious race of Scots began to rebel.
Rebellion-LiteThis version of Rebellion is limited to certain types ofinfantry only and is designed to give the player a taste of how
the game is played. The full version will include rules for
light and heavy cavalry, archery, traps, scenarios and
additional hero profiles as well as rules for seige and
tournament play.
Number of PlayersThe minimum number of players recommended for Rebellion
is two, however the game is very well suited to playing
multi-player games with three, four, five or even six players,
indeed the game plays much better with more players. With
multi-player games each player simply takes command of a
particular noble and his retinue.
MeasurementsAll measurements are shown in inches with the exception of
base sizes which are shown in millimetres. Generally, the
playing area should be no smaller than 4ft x 4ft square -
although smaller games can use 3ft x 3ft while some specific
scenarios may call for a 6ft x 4ft playing area. Larger games
are possible.
ModelsThe game can be played with just a handful of models ie.
Wallace leading a raiding party against an English garrison or
attacking a supply column for example - up to the Battle ofBannockburn - with armies exceeding 60 or even 90+ models
in size. Models are based and moved individually.
Ebob Miniatures presents
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MovementEach unit type has 2 movement rates: Advance (walking) and
Charge (running).
Withdraw or 'Fall-back' is also possible (walking backwards)
All models should end facing the direction of their last
movement unless they are falling-back.
Movement RatesFoot - light (leather) Advance: 4" Charge: 8"
Foot - heavy (chainmail) Advance: 3" Charge: 6"
Rough TerrainRough terrain halves movement. When moving uphill
movement is reduced by 1", and similarly increased by 1"
when moving downhill. However, all models may move a
minimum of 1". It should be discussed before the game
begins which areas are rough terrain and which are
impassable.
InterceptionModels in Rebellion do not exert a 'control zone'but may
instead move up to 1" to intercept any opposing models that
move within 1" range at any point without directly attacking.
If an enemy model moves in a straight line directly into base
contact then the defending model should not move. If
however an enemy model is moving past or around the
defending model within 1" range and the defending model is
not engaged in combat, then the defending model is entitled
to intercept the enemy model.
Note that the decision to intercept is the choice of the
defender. He may choose to allow the enemy to move past
him, perhaps in preference to advancing himself.
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.
By calm, intrepid, and persevering wisdom, he generallymaintained 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
Moving into CombatThe maximum number of models that may move to attack a
single opponent model is 3. At no time may the ratio of 3 to
1 be exceeded. Pole-armed models count towards this total,
although they may position themselves up to 1" away from
the enemy - thus distancing themselves from return attack.
Models armed with sword or two-handed weapons must
move to base contact in order to strike blows.
OrganisationEach army may have up to 3 Commanders. A Commander
must be a named hero and normally comes with a free banner
bearer based on a 50mm base.
In a large army employing 3 commanders, the force is
divided into three sections or 'battles'.
The Vanguard (forward) army, the Main battle and the
Rear Guard.
The Commander of the Vanguard is the overall commander
of the army and should be the hero with the highest
Leadership score on his profile.
Each Commander is permitted one free banner unless the
profile of the hero states no banner. In addition, each army
may have the appropriate national banner at no cost - St
George's cross for the English player and the Scottish Saltire
or St Andrew's cross for the Scots player.
In addition to the Commanders, the army may contain
serveral lower ranking heroes and captains - these may be
either named or unnamed heroes, but the 3 Commandersshould always be the highest ranking heroes in your army as
shown by their Leadership values.
Models are grouped into units or 'battles' under the leadership
of a Commander. However smaller groups may be lead by
both named heroes or unnamed captains within your army.
Each hero commands all subordinate models within his
command range including lower ranking heroes (heroes with
a lower Leadership score). The sphere of command for a hero
is normally 6" radius for a named hero. Unnamed heroes may
also lead troops but have a smaller sphere of command -
normally 3" radius.
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Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
TurnsThe game is played as a series of turns, however it is not a
'your turn, my turn' system of play. Instead the Commanders
and heroes will move in a random sequence of play
determined by the 'initiative dice rolls'. Each turn is
subdivided into turn phases as follows:
1.Initiative PhaseBoth sides dice for initiative using one dice for every
Commander on the field.
2.Command PhasePlayers take turns in moving units under the leadership of
each Commander in the order determined by the initiative
rolls. Any charges are declared and reactions resolved.
3.MeleeAny combats are resolved.
4.MoraleWarriors and soldiers out of command range must test for
morale.
5.End TurnVictory conditions are checked.
Initiative PhaseAny kind of action or movement is done in a sequence
determined by the initiative dice. Each player takes one d6
for each Commander he has on the battle field.
Each player rolls one d6 for each commander in turn and the
dice are placed next to miniatures on the table - placing the
dice with the scores rolled showing - adjacent to each
Commander. The dice rolls show the sequence of play
starting with the highest moving first.
Adjusting the Initiative RollAny commander who has his own personal banner or the
appropriate national flag banner within 6" may automatically
add one to the initiative roll - note that a 6 may be increased
to a 7. Only one banner may be used to increase the initiative
roll for each Commander.
Tactial points may also be spent to increase or decrease the
initiative roll. There is no limit to the number of Tactical
points that may be used to adjust the initiative roll. So for
example, 2 Tactial points may be used to increase a roll of 5
to 7.
If two Commanders have the same initiative score (ie. both
sides have 6's for example after any adjustments) then the
Leadership score of the Commander will determine which
has priority over the other. The Commander with the highest
Leadership score moving first. If the Leadership scores are
also tied then the players roll-off to settle the matter. If only
one player has two or more Commanders with the same
initiative score then Leadership determines priority - however
if the Leadership scores are the same then the player chooses
priority.
Command PhaseAt the start of each round the Commanders and
heroes issue commands to their contingentsin order of the Initiative rolls.
The following commands are possible:
Advance
Charge
Mele
Fall-back
Retreat
Halt
Rally
AdvanceThe leader is not required to move, but if hedoes, then he must move first. All models may move up to
the maximum standard 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.
ChargeWhen a Charge is declared all models in the charging unit
may move double speed. Charging models move in a straight
line each turn. Charging models must exceed their standard
movement rate but do not have to move full speed. If for any
reason a charging model cannot exceed the standard
movement (because of rough terrain perhaps) then the model
will not be eligable for any combat bonuses normally
awarded for charging models. If a charging model engages an
enemy model before exceeding the standard move, then
provided the charging model exceeded the standard move
rate in the previous turn the charge is legal and all bonuses
apply, if however the charge was called this turn and the
charging model did not exceed the standard move distance
before engaging the enemy, then the charge is not legal and
normal combat rules apply as for Mele combat.
If a model exceeds its standard movement rate it is
considered to be charging. Models cannot exceed their
standard movement rate unless a Charge or a Retreat has
been declared.
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It is illegal to charge an opposing unit that will take more
than three charge moves to reach. So heavy infantry
(chainmal) may charge opposing units that are up to 18"
away - and light foot (leather) may charge enemy models up
to 24" away.
Before the player can declare a Charge, the player must
identify an opposing unit. The hero must have a clear line of
sight to an enemy model. The player places a Charge Marker
against an opposing model that his hero can legally charge.
When the Charge Marker (sword) is placed, the opposing
player must declare his reaction to being charged - see
'Response to Charge.'
A Charge must be lead by the hero calling the charge, so the
hero must be able to move in a straight line directly towards
the enemy model identified by the charge marker, and he
must exceed the standard movement rate. The opposing force
must be within range of three charge moves - only when all
of these conditions are met can a legal charge be declared.
If a Charge is declared against a unit that is more than twice
the size, then a Morale Test must be made - see 'Morale
Tests'.
Once a Charge is declared the following sequence is
observed.
1. The hero must move first.
2. The hero must exceed his standard movement rate.
3. All models under his command must exceed their
standard movement where possible and end their
move within the command zone or in combat.
4. Models must exceed their standard movement to
receive any charge bonuses.
All charging models will gain +1 on the Mele chart, plus
they gain an advance bonus - see Combat - Charge Bonus
Ending a charge.A Charge ends with the engagement of the enemy - or if
three successive charge moves have been made and the
enemy is still not engaged. Models cannot charge more than
three times before slowing down. They may not charge again
for another 3 turns. If a charge is halted or the enemy are not
engaged after 3 turns then the following move must be made
at full advance speed (see 'Halt'rule).
Responses to ChargeThe moment a Charge is declared and a Charge Marker has
been placed - the opponent must declare his response to
being charged.
The following are possible responses to being charged:
Counter-Charge
Hold
Retreat
Counter-Charge - ResponseIf a Counter-Charge is declared against a Charging unit that
is more than twice the size - then a Morale Test must be
made - see 'Morale Tests'.
In the event of a successful Counter-Charge, a Charge
Marker (sword) is placed adjacent to the original Charge
Marker. The counter-charging Commander discards his
initiative dice and moves now - directly after the charging
player has completed his move. If however the two units are
within range of each other then the models are moved one at
a time, with players taking turns - starting with the leaders -
with the charging hero moving first with the counter-charging
hero model moving second - and successive models moved in
turn in a similar way. If one player still has models to move
then he completes the move by moving any remaining
models involved in the Charge orCounter-Charge.
Hold - ResponseHoldis a response to being charged. WhenHoldis declared,
a Hold Marker (shield) is placed adjacent to the Charge
Marker.
If the unit declaringHoldhas less than half the number of
models of the charging unit, then a morale test must be made
- see 'Morale Tests'.
WhenHoldis declared, all models may move up to 1" to
reorganise and form ranks - they may do this each turn they
continue toHold.
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, he
must be the first to move. Models may not engage the enemy
unless they are intercepting - see 'Interception'.
MeleeThe leader is not required to move, but if he does, he must
move first. All models may move up to the maximum
standard move rate however they may move out of the
command zone of the hero provided they end their move in
combat.
Models are notrequired to move in a straight line as with
Charge.
Important:A maximum of 3 models can engage any single
enemy - this applies in all cases including when pole-arms
are used.
My son, I tell thee soothfastile,No gift is like to libertie;Then never live in slaverie.
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
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Fall-backSimilar toHold- except all models must move away from
the enemy - up to a maximum move of 2".
All models will gain +1 on the dice roll to win the combat.
The hero is not required to move, but if he does, he must be
the first to move. Models are not required to face the
direction of their last movement.
Models may not engage the enemy.
Use a Hold Marker (shield) to show that defense bonuses will
apply to this unit if engaged.
RetreatRetreatallows a unit to effectively charge away from another
unit. Normally with Charge the unit must aim to engage an
opposing unit. WithRetreatthe following rules apply:
1. The hero must be able to move in a straight line,
exceeding his normal movement rate in the direction
of a friendly table edge and not towards any threat.
2. The hero must move first.
3. All models must move including the hero, and must
exceed their normal movement rate where possible.
4. Models are not bound by the rule to end their turn within
the command radius of the hero.
5. All models must move in a straight line as if charging.
6. All models will continue to charge off the table unless
a successful 'Halt'is called (see 'Halting a Charge').
7. Retreating models may not engage the enemy.
8. Models will not gain any charge bonuses if they are
engaged in combat.
HaltOnce a Charge (orRetreat) has started it can be very difficult
to stop.
ToHalta Charge (orRetreat), the player must spend a
Tactical point with his leader (highest ranking hero in the
unit). Now a roll versus his 'Leadership'is made. Roll a d10.
If the score rolled exceeds the hero's Leadership score, then
the roll was unsuccessful and the Charge/Retreatcontinues.
If the Roll is successful, the Charge/Retreathas been halted -
however you can't stop a charge on a dime! In the followingturn, all models must move at least the maximum standard
movement rate before stopping.
In this slow down round - Charge rules still apply, that is,
movement in a straight line only, hero moving first and
retreating models may not engage the enemy.
Note that Chargebonuses will not apply as the standard
move has not been exceeded.
RallyWhen a unit fails a morale test all the models must pass a
Courage Testto stay on the field, otherwise they are removed
as casualties. However, a hero may change his command to
Rallyand spend a 'Tactical' point to attempt to rally any
troops that have failed courage in that turn before they are
removed. Only one Tactical point is required to rally the unit
- not for each individual.
As the courage tests are made and an individual fails
courage, make a Leadership roll, rolling a d10 and
comparing with the hero's Leadership score as described in
the 'Halt'rule.
CombatPole-armed models need not be in base contact to fight, but
can attack from a distance of 1", thus the opponent cannot
strike blows in return unless he is similarly armed. If a pole-
armed model is engaged base to base, he must change to his
sidearm (short sword) and so lose any bonus or advantage of
the pole-arm.
Charge BonusWhen a charging model wins a combat he gains +1 to his
dice when consulting the Mele chart. In addition, when a
charging model wins a combat he may advance up to 1" and
engage in a second combat which should be resolved
immediately. This advance bonus only applies to the
first combat.
Winning a FightTo calculate a fight, players take one dice for each model.The appropriate dice required for each model is determined
by the Skill (SK) rating on the models profile:
Skill Rating Dice type
1-3 d6
4 d8
5 d10
6 d12
Both players roll simultaneously. The highest dice score wins
the combat. In the event of a draw - if one model has a shield
and the other does not - then the shield model wins the
combat. If the result is still tied then the models' Skill ratingsare compared, the highest Skill will win the combat. If the
combat is still unresolved then both models are considered to
have parried each other's blows - and so the result is that no
wounds are inflicted and the combat is considered resolved
for this turn. Remember that models on Hold gain +1 on the
dice to win the combat.
Once combat and wounds have been resolved - the losing
model or models must back off a minimum of half an inch
(and up to a maximum of 1") from the winning models.
Other models not engaged in combat can move to make room
for the model to withdraw. Models backing off cannot
engage in a new combat.
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Nine quarters large he was in length - no less;Third part his length in shoulders broad was he,Right seemly, strong, and handsome for to see;
His limbs were great, with stalwart pace and sound;
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If the losing model is unable to withdraw the minimum half
inch required, then the losing model is considered to be
surrounded (or trapped against something). Surrounded
models automatically receive an additional wound.
Example 1: 1 x Scots warrior vs 1 x English
The English soldier wins the combat because 6 beats thescore of 4 rolled by the Scottish player.
The English player will now roll for wounds using the Mele
chart. If the Scots model is still alive, he must back away
from the English model a minimum of a half an inch
(maximum 1").
Multiple CombatsWhen 2 or 3 models are fighting a single opponent the single
model is considered to be the defender. The dice are thrown
with the attacking player rolling multiple dice. The scores are
totalled and the highest total score wins the combat.
However, the defending model is able to split his score and
still strike a blow despite losing the combat.
Example 2: 3 x English vs 1 x Scots hero
In this example, the Scottish player has Wallace with a
fighting Skill of 6 - and so he uses a d12.
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 players 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.
Striking BlowsWhen blows are struck, the weapon type determines the type
of dice that will be used on the Mele chart. Most soldiers
will use a d6, but two-handed swords use a d8 and an English
Longsword uses a d6+1. This information is given in the
profiles.
When the number of blows has been determined, consult the
Mele Chart to resolve any wounds inflicted.
Banners
Banners are an important feature of most medieval armies.
They denote the presence on the field of particular Knights
and in the game, they play an important roll in command and
morale.
Each army receives one banner free - unless the army profile
or scenario rules specifically state 'no banners'.
The English army gets the 'Cross of St George', and the
Scottish army gets the 'St Andrew's Cross' or 'Saltire' at no
cost. Free banners come supplied with a banner bearer (foot)
and should be mounted on a 50mm base.
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
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What do banners do?When a named hero has his personal banner or the
appropriate national banner within 6" - his command range
increases to 8" radius. Minor heroes do not benefit from a
banner.
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 to
be decided by Skill ratings. If both sides in the combat have
models in contact with a banner then the normal rules for
deciding a draw apply. See 'Winning a Combat'.
Banners have a significant effect on a hero's command
ability. When a hero begins the round with his personal
banner or the national banner within his command radius, his
Initiative roll is automatically increased by 1. Note that 6 is
not the limit and a 6 maybe increased to a 7.
Banners also have an effect on Morale and Courage tests -
see 'Morale and Courage Tests'.
When a banner is in combat he fights as if armed with a
sword. If a banner bearer is killed - the banner is lost.
HeroesEach hero has Tactical and Leadership points.
Tactical PointsTactical points may be used to increase the dice roll for
initiative. A Tactical point may also be used to purchase an
Initiative dice. Any named or minor hero who begins the turnwithout an Initiative dice for whatever reason, may purchase
an Initiative dice at the cost of 1 Tactical point.
A Tactical point can also be used to enable a hero to advance
up to 1" into a second combat after winning an initial
combat. The hero may advance even if all opponents in the
first combat were not killed.
Lastly, Tactical points are also used to Rally troops and to
Halt a Charge or Retreat. See 'Rally' and 'Halt'.
Leadership PointsLeadership points determine the rank of the Hero. If there aretwo or more heroes on the field the hero with the highest
Leadership score is the superior ranking hero.
The Leadership score is also used when calculating Morale
and Rally tests. See 'Morale and Courage' and 'Rally'.
Named &Minor HeroesAfter all Commanders have moved in order of the Initiative
rolls, there may still remain some units led by either a named
hero or a minor hero. These units move last and the players
take turns. If the last Commander to move was Scottish then
the English player will be first to move one unit followed by
the Scottish player and so on until all remaining units
have moved.
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
Chain of CommandSubordinate 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.
Morale & CourageEach model has a Courage score from 1-6.
Example:
Scots warrior - Courage 4
English Soldier - Courage 3
Wallace - Courage 6
Moray - Courage 6
Giles d'Argantan - Courage 6
Unnamed English hero - Courage 5
When a Morale test is called - against a unit
(a unit is all the models within the command zone of a
commander or hero model)
Take the lowest courage score in the unit. Add +1 for eachhero or minor hero and +1 for each banner in the unit - this is
the unit's Morale Score.
Roll a d10 - if the roll is greater than the Morale Score the
unit fails the morale test. The leader (the hero with the
highest Leadership) of the unit can use Tactical points to to
increase the dice roll and pass the test.
When an army gets below half it's original strength, unit
Morale tests are compulsory at the end of each turn.
If the morale test is failed then all models including the
heroes must make Courage Tests to stay on the field.
See 'Rally'
Courage TestIf a unit fails a morale test, or if a soldier is out of range of
any commanding hero (perhaps the hero was killed in
combat) then a Courage Test is called for.
A Courage test is done for each individual model. Simply roll
a d10. If the roll is greater than the model's Courage score
then the test is failed and the model is removed from the
table as if he was a casualty.
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Base Profiles
Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com
William Wallace - Brigand leaderPoints Cost: 100 (no banner)
AC Armour Class 3 (leather)
SK Skill 6
ST Stamina 3
C Courage 6T Tactical points 3
LS Leadership 5
L Luck 3
Weapons & armour options:
sidearm (sword or axe) 0pts (d6)
Two-handed sword 15pts (d8)
Shield 5pts
Buckler 2pts
Sir Andrew MorayPoints Cost: 75
AC Armour Class 5 (plate)
SK Skill 5
ST Stamina 2
C Courage 6
T Tactical points 2
LS Leadership 6
L Luck 0
Weapons & armour options:
sidearm (sword or axe) 0pts (d6)
Shield 5pts
Long Sword 15pts (d6+1)
Scottish Minor HeroPoints Cost: 50pts
AC Armour Class 3 (leather)
SK Skill 4
ST Stamina 2
C Courage 5
T Tactical points 1
LS Leadership 4
L Luck 1
Weapons & armour options:
sidearm (sword or axe) 0pts (d6)
Shield 5pts
Two-handed sword 5pts (d8)
Scots Brigand (Highlander)Points Cost: 6
AC Armour Class 3 (leather)
SK Skill 3
ST Stamina 1
C Courage 4
Weapons & armour options:
Leather armour 2pts (3)
sidearm (sword or axe) 0pts (d6)
Shield 0pts
Two-handed sword 2pts (d8)
English Knight - Named heroPoints Cost: 75
AC Armour Class 5 (plate)
SK Skill 5
ST Stamina 2
C Courage 5T Tactical points 2
LS Leadership 5
L Luck 2
Weapons & armour options:
sidearm (sword or axe) 0pts (d6)
English Longsword10pts (d6+1)
Shield 5pts
English Minor HeroPoints Cost: 45pts
AC Armour Class 4 (chainmail)
SK Skill 4
ST Stamina 2
C Courage 4
T Tactical points 1
LS Leadership 4
L Luck 1
Weapons & armour options:
sidearm (sword or axe) 0pts (d6)
Shield 5pts
Long Sword 10pts (d6+1)
English InfantryPoints Cost: 5AC Armour Class 4 (chainmail)
SK Skill 2
ST Stamina 1
C Courage 3
Weapons & armour options:
sidearm (sword) 0pts (d6)
Shield 2pts
Two-handed axe 1pts (d6+1)
Halberd (pole-arm) 2pts (d6+1)
See the game demonstrated at
Salute 2007www.ebobmin iature s . com
Playtest & Rules DevelopmentRobert Soutar (Ebob)
Tim Lohmann (Glofunzel)
Daniel Hanowski (Asuryan)
Frank Picolin (Tankred)