Hi Wtf and welcome aboard
Below is the original sketch for Warband, the rules that eventually became ItEN. Feel free to pillage what you like from it as I know that I'll not have time to devote to it anytime in the foreseeable future...
A set of simple skirmish rules for games with approximately 5-10 figures per side.
For simplicity the rule is that if it is on the figure then that figure is equipped with it [WYSIWYG]. This applies especially to arms and armour.
From that it follows that if the figure is wearing armour, and carrying certain weaposn they are competent in those items.
This determines the base cost of the figure, its Grit, speed and combat value.
Each race has a variety of heroic archetypes that are generally better than the norm for that race. At first a Warband can have just one of these Heroes as its captain.
Grit is the roll required to save the figure from a hit that beats its armour, or to charge a terriying enemy, or to resist the effects of magic.
Combat Value is the bonus the figure gets when rolling combat dice against armour.
Speed add to the base movement of 6" on foot.
Race/Culture Grit CV Speed Notes
Human Barbarian 4+ +2 +1 Cannot use Medium or Heavy armour, or crossbows.
Human Civilised 5+ +1 +0
High Elven 5+ +1 +1 Cannot use crossbows.
Wild Elven 5+ +1 +2 Cannot use Heavy armour, or crossbows.
Dwarf 3+ +2 -2
Orc 4+ +2 +0
Goblin 6+ +0 +1 Cannot use Medium or Heavy armour.
Ogre 3+ +4 +1 No more than 1 per warband.
Troll 2+ +3 +1 Cannot be mounted. Terrifying. No more than 1 per warband,
Halfling 5+ +0 +0 Cannot use Medium or Heavy armour.
War Horse 4+ +1 +0 Base speed is 12". Cannot use weapons.
Generally Captains/heroes will be better armed & armoured figures anyway. As a rule you would add 1 to their CV, and improve their Grit by 1.
None Just clothing [3+ to hit].
Light Leather Jerkin or perhaps a ringmail shirt [4+ to hit].
Medium Chainmail, Scalemail or Lamellar armour [5+ to hit].
Heavy Plate armour [6+ to hit].
Shield Adds 1 to armour above [i.e. makes Plate Armour A 7+ to hit], but prevents use of two-handed weapons.
Armour affects both combat and movement.
Improvised Tree branches, broken bottle [-1 to hit].
Light Dagger, Hand axe, Club, Sling.
Medium Sword, Mace, Spear, Battleaxe, Bow, Pistol [+1 to hit].
Heavy Two-handed Sword, Longspear, Greataxe, Halberd, Tree Trunk, Lance, Musket, Longbow, Crossbow [+2 to hit].
A figure with two medium melee weapons in hand, or a medium and light melee weapon count as heavily armed [+2].
If a figure has a melee and a ranged weapon in hand then count it as using one of those as appropriate [i.e. a sword and a bow].
Thrown Dagger 6"
Thrown Hand Axe 6"
Thrown Spear 6"
Reloading a pistol, musket or crossbow takes one turn, during which the figure cannot move or fight.
Remember that we use a WYSIWYG process for looking at a figure. So if a figure has a bow and a sword then you count both.
Figures cost [6-Grit] + CV + Speed + Armour + Weapon.
- Human Footsoldier with Chainmail, Shield and Sword = 8 points
- Goblin with Spear & Shield = 3 points
- Human Barbarian with Leather and a Two-handed Sword = 11 points
- High Elven Knight with Platemail, Shield and Longspear = 13 points
- Dwarven Warrior with Chainmail, Shield, Crossbow and Battleaxe = 12 points
- Troll Warrior with Scalemail and Tree Trunk = 16 points
- Human Knight with Platemail, Shield, Lance, Sword & Plate barded Warhorse = 23 points
If a figure throws a weapon and there is only one such weapon on the figure [WYSIWYG], then that weapon is gone. Slings, Bows, Longbows and Crossbows all come with enough ammunition to last the battle.
A new Captain has fifty points to spend on his Warband. If he forms the warband from figures of all the same race/culture, then he gets another ten points to spend. The Captain must include himself in the points cost calculation.
- Each captain rolls 1D6 and adds his Speed, reroll ties.
- Highest decides whether to move first or second. This lasts until the next turn.
- Each Captain may move his men up to their max Speed [speed + 6" on foot, + 12" mounted].
- Must take into account terrain; Soft Cover -1"; Hard Cover -3".
- Figures must stop 1" away from enemy figures.
- Figures that are in base contact with an enemy cannot move.
- Figures armed with ranged weapons may shoot at an enemy in real line of sight.
- The Captain must declare all his Warband's targets before checking that they are in range.
- A figure that is more than 2" inside an area of soft or hard cover can neither shoot out nor be shot at.
- Target figures that are in soft cover gain +1 to their Armour.
- Target figures that are in hard cover gain +2 to their Armour.
- Captain declares which figures are charging to contact with which enemy.
- Foot roll 1D6" charge move and mounted 2D6". If they do not reach the enemy they do not fight. remember to deduct move penalties if all or part of move is through cover.
- Chargers will hit first unless the defender is armed with Long Spears or Lances.
- Except during a charge all melee is simultaneous.
- Figures can only hit an enemy figure that is in base contact with them.
Some figures are considered 'Terrifying'. A figure that chooses to charge a terrifying enemy must first pass a Grit roll.