Outremer: Faith and Blood: Skirmish Wargames in the Crusades
By Jamie Gordon and Mark Stacey
4/5
()
About this ebook
Jamie Gordon
Jamie serves in law enforcement, both civil and military, having previously served as an Infantry Officer. He has been a keen wargamer since 1990 and has dabbled in most areas of the hobby. In recent years he has become more heavily involved in the publication side of the hobby and his articles can frequently be found published in Wargames, Soldiers and Strategy and other magazines.
Related to Outremer
Titles in the series (29)
A Fistful of Kung Fu: Hong Kong Movie Wargame Rules Rating: 4 out of 5 stars4/5Black Ops: Tactical Espionage Wargaming Rating: 4 out of 5 stars4/5Honours of War: Wargames Rules for the Seven Years’ War Rating: 4 out of 5 stars4/5En Garde!: Swashbuckling Skirmish Wargames Rules Rating: 5 out of 5 stars5/5Of Gods and Mortals: Mythological Wargame Rules Rating: 4 out of 5 stars4/5Ronin: Skirmish Wargames in the Age of the Samurai Rating: 4 out of 5 stars4/5The Pikeman’s Lament: Pike and Shot Wargaming Rules Rating: 4 out of 5 stars4/5A World Aflame: Interwar Wargame Rules 1918–39 Rating: 4 out of 5 stars4/5Fighting Sail: Fleet Actions 1775–1815 Rating: 4 out of 5 stars4/5Rogue Stars: Skirmish Wargaming in a Science Fiction Underworld Rating: 4 out of 5 stars4/5Gaslands: Post-Apocalyptic Vehicular Combat Rating: 4 out of 5 stars4/5Outremer: Faith and Blood: Skirmish Wargames in the Crusades Rating: 4 out of 5 stars4/5Kobolds & Cobblestones: Fantasy Gang Rumbles Rating: 5 out of 5 stars5/5Men of Bronze: Ancient Greek Hoplite Battles Rating: 5 out of 5 stars5/5Rebels and Patriots: Wargaming Rules for North America: Colonies to Civil War Rating: 5 out of 5 stars5/5Poseidon’s Warriors: Classical Naval Warfare 480–31 BC Rating: 4 out of 5 stars4/5Zona Alfa: Salvage and Survival in the Exclusion Zone Rating: 5 out of 5 stars5/5Absolute Emperor: Napoleonic Wargame Battles Rating: 2 out of 5 stars2/5On the Seven Seas: Wargames Rules for the Age of Piracy and Adventure c.1500–1730 Rating: 0 out of 5 stars0 ratingsWith Hot Lead and Cold Steel: American Civil War Wargaming Rules Rating: 0 out of 5 stars0 ratingsCastles in the Sky: A Wargame of Flying Battleships Rating: 0 out of 5 stars0 ratingsPulp!: Skirmish Adventure Wargaming Rating: 0 out of 5 stars0 ratingsA Billion Suns: Interstellar Fleet Battles Rating: 1 out of 5 stars1/5
Related ebooks
The Pikeman’s Lament: Pike and Shot Wargaming Rules Rating: 4 out of 5 stars4/5Black Ops: Tactical Espionage Wargaming Rating: 4 out of 5 stars4/5Men of Bronze: Ancient Greek Hoplite Battles Rating: 5 out of 5 stars5/5Of Gods and Mortals: Mythological Wargame Rules Rating: 4 out of 5 stars4/5A World Aflame: Interwar Wargame Rules 1918–39 Rating: 4 out of 5 stars4/5A Fistful of Kung Fu: Hong Kong Movie Wargame Rules Rating: 4 out of 5 stars4/5En Garde!: Swashbuckling Skirmish Wargames Rules Rating: 5 out of 5 stars5/5Oathmark: Battlesworn Rating: 5 out of 5 stars5/5Frostgrave: Ghost Archipelago: Fantasy Wargames in the Lost Isles Rating: 4 out of 5 stars4/5Frostgrave: Sellsword Rating: 5 out of 5 stars5/5Stargrave: Science Fiction Wargames in the Ravaged Galaxy Rating: 4 out of 5 stars4/5Reality's Edge: Cyberpunk Skirmish Rules Rating: 0 out of 5 stars0 ratingsFrostgrave: Dark Alchemy Rating: 4 out of 5 stars4/5Gaslands: Refuelled: Post-Apocalyptic Vehicular Mayhem Rating: 5 out of 5 stars5/5Armour Battles Rating: 0 out of 5 stars0 ratingsTrial by Battle Rating: 0 out of 5 stars0 ratingsRonin: Skirmish Wargames in the Age of the Samurai Rating: 4 out of 5 stars4/5Konflikt ’47: Weird World War II Wargames Rules Rating: 5 out of 5 stars5/5Rebels and Patriots: Wargaming Rules for North America: Colonies to Civil War Rating: 5 out of 5 stars5/5On the Seven Seas: Wargames Rules for the Age of Piracy and Adventure c.1500–1730 Rating: 0 out of 5 stars0 ratingsLion Rampant: Second Edition: Medieval Wargaming Rules Rating: 0 out of 5 stars0 ratingsZona Alfa: Salvage and Survival in the Exclusion Zone Rating: 5 out of 5 stars5/5Kobolds & Cobblestones: Fantasy Gang Rumbles Rating: 5 out of 5 stars5/5Absolute Emperor: Napoleonic Wargame Battles Rating: 2 out of 5 stars2/5Oathmark: Battles of the Lost Age Rating: 5 out of 5 stars5/5Wargaming on a Budget: Gaming Constrained by Money or Space Rating: 3 out of 5 stars3/5Rogue Stars: Skirmish Wargaming in a Science Fiction Underworld Rating: 4 out of 5 stars4/5The Wargaming Compendium Rating: 3 out of 5 stars3/5Rome's Northern Enemies: British, Celts, Germans and Dacians Rating: 4 out of 5 stars4/5Honours of War: Wargames Rules for the Seven Years’ War Rating: 4 out of 5 stars4/5
Table Top Roleplaying For You
The very Very VERY Practical Improv Survival Guide: Improv Surival Guide, #1 Rating: 5 out of 5 stars5/5Narrative Design for Indies: Getting Started Rating: 4 out of 5 stars4/5The Ultimate RPG Gameplay Guide: Role-Play the Best Campaign Ever—No Matter the Game! Rating: 4 out of 5 stars4/5The No-Prep Gamemaster: Or How I Learned to Stop Worrying and Love Random Tables Rating: 4 out of 5 stars4/5Big Book of Zelda: The Unofficial Guide to Breath of the Wild and The Legend of Zelda Rating: 4 out of 5 stars4/5The Ultimate Micro-RPG Book: 40 Fast, Easy, and Fun Tabletop Games Rating: 4 out of 5 stars4/5Rubik’s Cube: How To Solve The Famous Cube In 3 Easy Ways! Rating: 5 out of 5 stars5/5How to Defend Your Lair Rating: 0 out of 5 stars0 ratingsInto the Dungeon: A Choose-Your-Own-Path Book Rating: 4 out of 5 stars4/5The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters Rating: 4 out of 5 stars4/5Narrative Design for Writers: An Industry Guide to Writing for Video Games Rating: 4 out of 5 stars4/5Misadventures of RPG Dice Rating: 0 out of 5 stars0 ratingsLive to Tell the Tale: Combat Tactics for Player Characters Rating: 4 out of 5 stars4/5101 Tips for Game Masters Rating: 4 out of 5 stars4/5The Crystals of Z''leth: Solo Adventures, #2 Rating: 0 out of 5 stars0 ratingsMOAR! Monsters Know What They're Doing Rating: 5 out of 5 stars5/5Dark Souls : Beyond the Grave - Volume 1: Demons Souls - Dark Souls - Dark Souls II Rating: 5 out of 5 stars5/5Loaded Dice: Books 1-3: My Storytelling Guides Rating: 0 out of 5 stars0 ratingsDungeon Master For Dummies Rating: 0 out of 5 stars0 ratingsOf Dice and Men: The Story of Dungeons & Dragons and The People Who Rating: 4 out of 5 stars4/5The Steampunk User's Manual: An Illustrated Practical and Whimsical Guide to Creating Retro-futurist Dreams Rating: 3 out of 5 stars3/5
Related categories
Reviews for Outremer
1 rating0 reviews
Book preview
Outremer - Jamie Gordon
INTRODUCTION
In 1095AD, Pope Urban II made a call to all Christians to take up arms and march forth to the Holy Land. This was in response to a plea from the Byzantine Emperor whose Orthodox Christian Empire was under threat from the Anatolian Turks. Instead of the few knights he was expecting, thousands of Crusaders from all walks of life heeded the call and within two years they had seized Jerusalem and established the Crusader States.
For 200 years the Christians and various factions of Islam simultaneously co-existed and fought each other for control of Outremer until, in 1291, the final major Crusader stronghold of Acre collapsed and the Westerners were driven from the Holy Land.
Outremer: Faith and Blood (Outremer) is a skirmish game set during this period and allows you to field warbands of fighters who are vying for dominance in the name of their God. You must recruit, arm, and lead your warriors as their success or failure will be down to your decisions. This game can be played as a one off encounter but it is really designed to facilitate campaigns, where you will be able to watch your fighters grow (or die) as the campaign progresses.
The game is designed for warbands of 3–13 fighters and the rules allow for quick, rapid play with a skirmish taking between 45–60 minutes.
WHAT YOU WILL NEED TO PLAY
An assortment of dice. At least 1x D4, 3 x D6, 1 x D8, 1 x D10, 1 x D12, and 1 x D20.
A measuring tape.
A standard playing deck of cards.Outremer’s activation process is card driven so you will need a deck of 52 playing cards with the Jokers removed.
Playing area and terrain. You will need a playing area of at least 4’ x 4’. Additionally, you will need some terrain to litter around the battlefield. There should be a large amount of terrain on the table in order to break Line of Sight and allow for the tactical movement of fighters. A mixture of eastern-style buildings, foliage, fences, and walls will make the battlefield more interesting to play over and more visually pleasing. The more terrain you have the better the game will be.
Pencil and paper.
Models.Outremer is designed for play with 25–28mm models, these should be based on 25mm round or square bases for infantry and either 25mm x 50mm rectangular or 40mm round bases for cavalry.
Character sheets. Each fighter will need a character sheet outlining their details, stats, special rules, and equipment. Either make your own, photocopy the blank examples in this book, or download the template from the Osprey website.
MODEL PROFILES
At its heart, Outremer is a skirmish scale game focussing on small bands of warriors clashing in the Holy Land. This type of warfare, by its nature, means that only a small number of combatants are required on each side. The real attraction of this type of game is that the individual abilities of each of your warriors can be expanded upon and developed to a level not possible in larger scale systems. Here your fighters are individuals and you will need to learn the specific strengths and weaknesses of each of them.
Each of the values in the profile reflects a unique attribute of the fighter with a specific effect on how the model plays during the game. These are outlined as follows:
OWG22_002A scouting party of Saracen warriors is ambushed by the Order of the Hospital of St John.
Name: Each warrior needs a suitably fitting title to live up to.
Card: Model activation is card based and as such each model is allocated a specific playing card at the start of each battle, note down the card here.
Movement: A fighter’s Movement value indicates how far that model is able to move per action in inches. This value can be modified by certain factors (e.g. the wearing of armour or old wounds). Where a fighter’s Movement value has been modified then the base unmodified value should be shown in brackets next to the modified result.
Shoot: This characteristic shows what type of die should be rolled when this figure attempts to make a ranged attack. This statistic may be modified by assorted factors and this modification can take the form of either replacing the type of die used for the roll (e.g. using a D8 instead of a D6) or, alternatively, by modifying the nominated die’s result with a plus or minus value (e.g. D10-1).
Attack: This is the type of die this fighter rolls when attacking another figure in Melee combat. This trait may be modified by the type of weapon the fighter is wielding, as well as a number of other variables. This modification can take the form of either replacing the die used with a different type or modifying the nominated die’s result with a plus or minus value.
Defence: This stat indicates the type of die that this particular figure should utilise when defending in Melee. Again, certain items of equipment or traits may increase or decrease this stat.
Wounds: The number of Wounds a model has is shown here.
Faith: At various times during a battle, fighters will be required to undertake Faith Tests to see how they react to certain situations