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Tuesday, October 21, 2025

Assassins and Templars-What is it? What is it all about? Where can you get it?

 

Assassins and Templars -what’s it all about?

Assassins and Templars is a Ruckus game depicting the furious and deadly conflict between these two rival fanatical orders in Palestine in the twelfth century. I have always enjoyed reading about the Crusades, the history is fascinating, the disparity in the forces involved both in terms of numbers and fighting systems, the intricate and everchanging politics as different European and Islamic forces appear in the region each with their own motives and histories, the Religious fervour that profoundly pervades all in involved. These factors combined with finite resources, and few safe havens allows for a myriad of scenario possibilities.

And then there are the two fanatical military orders of warrior monks, the Shia Nizaris, otherwise known as the Assassins and the Templars, divided by their Religion however remarkably similar in their devotion to training, improving their skill at arms, their horsemanship and their devotion to God.


My interest in the Crusades probably stems from reading the Graham Shelby novels “the Knights of Dark Renown” and “The Kings of Vain Intent” as a teenager. These are excellent books that stick pretty closely to the history and provide a good understanding of the politics. I have always thought a good game could be created dealing with the political situation alone. European powers in a foreign land with long histories of rivalry dealing with a common enemy and always constrained by lack of resources, being outnumbered and a Popes edict that prevents them from raising a hand against each other. Shelby neatly conveys these aspects of the conflict.




Despite enjoying the history of the Crusades I had no plans to take Ruckus there, I have never gamed it and had no figures or terrain. My intent has always been to progress and develop Ruckus through European history to the early Pike and Shot period terminating with Pirates, surely the ultimate setting for Ruckus! With this in mind I have written the rules for eighteen Retinues and thirty scenarios and have been working towards the BIG Book of Ruckus.

And then Wargames Illustrated threw me a curve ball…Assassins and Templars.

 Wi introduced me to Steve Tibble, professor of history and expert on both the Assassins and Templars. Steve has written several books on both Orders and his “the Crusader Armies” is a must buy for any gamer with an interest in the period.

 Steve and I got on famously and established an immediate rapport he is a very likeable and friendly man and of course an excellent resource for someone writing a game about his favourite subject. The opportunity to write a game about it proved irresistible.

I wrote the initial A and T rules in one day. It took two weeks to refine them and three months of playtesting to ensure they work and construct scenarios.



Although both games share the same rules A and T differs from Ruckus in many ways

A and T is a standalone game, complete with Mounted Combat rules designed to be a separate entity from Ruckus, you do not need a copy of Ruckus to play A and T.

It’s a much earlier period, it is set in the period between the first and second Crusade, the Kingdom of Jerusalem period and because it is an earlier period armour is lighter, weapons tend to be one handed, shields are more common



It focuses on one theatre of war...the Levant which has a distinctly different landscape and weather, it is hot and dry, very few rivers, no streams and hardly any forested areas. These conditions are covered by the “This Accursed Hell Hole” rules which are published in the same magazine in an article entitled Fighting in Outremer

The game focuses on one aspect of that one theatre of war, the Templars and the Assassins so there are two distinctly different Retinues with very different attributes.

Both Retinues contain Fanatics who never test their will to fight, they will never surrender, they will never run away. They know that to be captured means death, these guys hated each other, and this was war to the knife. 

Gripping Beast plastics make a great Nizari Retinue

The Assassins are lightly armoured, highly skilled and very dangerous.

They have a special skill Hujum, that allows them to get a free attack on their opponent ...if they don’t Mishap!

They have an ability to avoid strikes in melee

They have poisoned blades which doubles their chance of inflicting a wound from a successful hit

They pay no penalty for changing from missile to melee weapons

They are skilled horse men


this Templar Retinue consists of a mix of Footsore and WGA

The Templars are also decked out with a plentiful array of skills, but they are more similar to Ruckus Retinues, and I used existing Ruckus Rules to create them

They were very good fighters. Their lives were dedicated to two things, the worship of God and increasing their skill at arms

This is reflected in their skills, they are hard to hurt- they shrug off injuries, ignoring the effect of wounds, although they are not immortal- they still die of course!

These fanatical warrior Monks are born in the saddle riders with Powerful Charge and Equestrian skills which reflect the real Templars renowned ability- the Charge. One thing that is probably not so well known about them is unlike their European equivalents their charges were well controlled. They did not get carried away in pursuit of defeated foes. They were very disciplined fighters.  



The rules have had a few changes and adjustments from the original set and feature a new rule which is the Prowess Test. Now instead of rolling beneath a Characters Prowess to use a Perk or above an Opponent’s Prowess to Forfeit their Activation, Characters take a Prowess test. Roll a d6 add the Character’s Prowess and score 7 or more to pass. This method has several advantages, it’s easy to remember, it means that rolling high is always good and it can be adjusted with other factors for occasions when the test might be easier or harder to pass 


Wi editor Dan Faulconbridge did an excellent job of somehow fitting the Mounted Character rules into the game and generally resolving a few issues as well as taking some brilliant pictures.

Unlike Ruckus A and T has no Skills development, instead Characters come ready formed and fully developed. Players are welcome to try and mix and match the two games but beware, these Retinues are already very strong, any additional Skills will skew the game considerably, make it more complex and will slow game play






Buy Wi 455 and you get Assassins and Templars for free! If you don’t want to own the magazine you can buy the rules separately for the bargain price of £5.99 but you will miss out on a magazine which is packed with A and T goodies including a scenario and the “Oh this Damned Hell Hole” rules

  A and T cards are available too at £8





Matthew Bickley has sculpted some figures specifically for the game they are available from Wi, North Star and Gripping Beast and they are

GiM 83 - Walter de Mesnil (one eye) on the right

GiM 84 - Roger de Lacy (drawing sword) on the left

GiM 85 - Abu’l-Fath (running) second from right

GiM 86 - Alwan ibn Harar (cloak) second from left

GB are selling two ‘Ready Made Retinues’

 


The Templars set from Gripping Beast consists of all metal figures including six mounted figures and retails at £55


the  Gripping Beast Assassin set features metal and plastic figures, goes for £35 and contains five mounted figures.

Both sets include the (relevant) GiM figures.

Wargames Illustrated 455 is an Assassin and Templars Special and contains

- Steve’s introduction to the history of Assassins and Templars .

- A short interview with Steve about his book

- My guide to how I painted my A&T figures

- An article on A&T 'Battlefield Essentials' by Dan i.e. what figures are available, and where to buy scenery.

- The Ambassador Scenario (which includes the ‘Accursed Hell Hole’ rules)

 

There will also be a digital, pdf, version of the game available on the Wi site to Prime members. There will be extra scenarios available from the site and regular A and T updates/additional material.

Right...now it’s back to the keyboard and on with the BIG book!


wargamesillustrated


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