15mm figures Macedonian army box train wheels

Peter Pig “The 15 Mill”

Click here to go to home page All figures and models are supplied unpainted. All standard packs are priced at £4.50 each and generally contain 8 infantry or 4 cavalry figures.  WANT TO CHANGE PACK (click here) CONTENTS? What's in my basket?


XX001 3 x 3 cm bases (square)
These are used for the majority of Peter Pig rule systems.   Usually infantry
40 Bases in a pack.   

XX002 3x 4 cm bases (rectangular)
Usually used for cavalry and equipment.
40 Bases per pack.   

 XX003 4 x 4 cm bases (square)
These are usually used for guns and generals
10 Bases per pack £2.50

The famous Piggy Dice £6       Pack  0f 12
Choose colour   All dice are 16mm size.   Piggy on the 6.     

16mm dice. Peter Pig first produced these dice with piggy head on the 6 (instead of the traditional 1 in 2003).  Another innovation from Peter Pig.

Black (xx201)

Dark orange (xx202)

Orange (xx203)

Kawasaki green (xx204)

British racing (dark) green (xx205)

Blitzkrieg (dark) grey (xx206)

Spitfire (light) blue (xx207)  

Mid blue (xx208)

Pink (xx209)  

Ivory (xx210)  

Yellow (xx211)

(XX004) Pair of choice dice
2 faces "I choose" 4 Faces blank.
Used when a player wishes to choose the location of the casualties inflicted. Used in some Peter Pig rules.

£1.50 per pair

Peter Pig 15mm figures
Peter Pig is one of the world's leading 15mm figure manufacturers.  We make 6000 different figures and models.  These are distilled into   1800 (15mm) packs. Every range has an associated set of rules. Also, there are related 15mm scenery ranges to accompany the figure ranges.  In these days of wandering measures of sizes into 18mm, 12mm and other sizes close to 15mm; Peter Pig has remained true to the 15mm ideal.  These other sizes are often an attempt by a manufacturer to create a market  for just their peculiar size. It is also used by sculptors who cannot work well with the 15mm size restriction and so need extra size in order to create acceptable sculpts. Peter Pig will continue to do 15mm wargame figures.  We will also constantly return to each range in order to carry out updates and additions.
Thus we have  15mm ranges with longevity and future potential.


Listed in chronology of the war they cover


Period + PP range

Brief description and Price

Cover picture

Want to know


Conquerors and Kings

Ancient to Medieval
Range 3

This is the 1998 edition.

Conquerors and Kings (RA035)

"Quarter century update"


A battle report on the play testing of CK version 2  "25 years on".


Game markers for Conquerors and Kings (MMMCK)
2x "No Move", 8x "Win", 3 x "Assault", 1x "Battle tactic"= 14 markers


War in the Age of Magic


 Fantasy  based on Dark Age warfare.
Range 19

Based on Conquerors and Kings. Allows big battles with heroes, monsters and mighty kings. Includes battle lists for 12 armies . Dwarves, Elvs, feudal Empire, Desert Empire, Religious Order, Militia uprising, Undead, Orc/goblin, Corsair, Mounted barbarian, Foot barbarian, earth army. Magic and magical terrain are in the rules too. Lots of new mechanisms.

£6Link to PDF page

ONLY available in pdf

Dark Ages

Longships- Wrath of the Vikings (RA012)

Dark ages raids and battles

Range 9

These rules use a lot of new mechanisms. Each player has about 6 units, In a fight a unit would typically shieldwall, issue challenges, advance to contact whilst sending in line breakers. The fight might break the shield walls kill the men etc...

This is a historical set, which requires the player to play historically rather than giving the players what they like and then writing rules around that.


Available in pdf too


Bloody Barons

Wars of the Roses

Range 23

The rules include all the major battles, uniform details and historical details. the rules are 100 pages long! Lots of excellent and elegant systems. Pre-game is decided by putting dice into various aspects such as route of march and supplies. There is treachery and loads of other good stuff. Most people have really enjoyed these.

£3 Special offer to clear stock!

Not available in pdf

Wars of the Roses
"The bloody Barons"
2020 Edition

Print Edition

This is the  NEW 2020 edition. It is completely different to the first edition of Bloody Barons.  It does share the same basing system and army size so that players of BB1 can use BB2 whenever they wish.  As usual there are many new ideas not seen before in gaming rules. All 17 battles of te wars are included.

Greyscale interior, coloured covers and play sheets.£18

"I have not played a better set for this period"

Wars of the Roses
"The bloody Barons"
2020 Edition

pdf Edition


Click here to get to the PDF page.

Click here to see battle photos of the new edition (2020) in progress.


Battles in The Age of War


Samurai Battles
 Sengoku period

Range 24

These are the battles with samurai and ashigaru troops, as seen in Ran and Kagemusha. The armies look a lot like the one lead by Tom Cruise in the "Last Samurai". The rules use the same skeleton as ROF, BB and CWB (see below).
The game is played on a 5 x 3 foot table. Units are motivated, they carry out actions and then you move on to the next unit. The opponent has opportunity shooting and the ability to react to charges etc. Rules include pre-battle campaign, challenges, victory points, troop point costs and historical battles (6 of).


Battles in The Age of War

Samurai sengoku period

Click here
to see pdf options


Set of FOUR Samurai (BAW) playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules.   £2

English Civil War

Regiment of Foote (ECW)


Wargames Rules


Range 20

English Civil War. Includes full game system, campaign, victory conditions et al.  

Only needs a 4 by 3 foot table.  Superb.


Regiment of Foote (ECW)


Wargames Rules

Click here
to see pdf options

Pirates and buccaneers

Pieces of Eight
(2000 edition)

Pirates on sea and land  18th century

Range 18 (ships)
Range 10 (figures)

A complete set of rules. These rules have got a lot in them. They take the form of a "campaign in an evening". The land raids are fought in 15mm on a 3 x 2 foot board. Quick and fun with prisoners, looting, alarms, getting lost etc...
The sea fights are fought using 1/450th scale ships (men are 4mm high). The fights are never even, but if you are outgunned in one fight you may be better off in the next!! Rules include  play sheets.


       £5 Available in pdf only

Available in pdf only.

Pieces of Eight game play record sheets.

Pieces of Eight
2019 edition

Pirates on sea and land  18th century


 It still uses the 15mn basing and 1/450th ships that the previous edition used. It is  fantastic!

PDF Version of 2019 rules


American War of Independence

Washington's Army (RA005)

Range 5


Available in PDF too (click here) £9

Set of FOUR Washington's Army playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules.  £2

Wargames Rules

American Civil War

Hammerin' Iron (RA010)

ACW Ironclads
Range 7   

The classic ACW naval game. First brought out in 1988 and has not been changed much since. Elegant and enjoyable. A great game, written for  players.

Available in pdf only (April 2023)

Set of four HI playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules.  £2

Civil War Battles (RA018)


Range 2

A set of rules written for the ACW only. Not a conversion of some "sort of like" period.  The ACW 15mm rules. Great set of rules that flow very nicely. The basic unit is the brigade.


Not available in pdf

Set of FOUR CWB (15mm) playsheets.   These are 4 more of the standard two sided play sheet that you get one of in the rules.    £2

Set of FOUR CWB (25/8mm)playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules.    £2

Wild West

Hey, you in the jail!
A game of small western battles. Not skirmish gunfights, which are well covered by plenty of other rules sets. This gives a  game wherein each player will have about 65 figures put into groups. These groups make up into a force themed on one of 10 types. The game is a mixture of on and of f  table manoeuvre.  Basic fighting and shooting mechanisms are carried out with normal six sided dice.

Hey you in the Jail! (RA004)


Western "Wild West"
Range 15

These rules are set in the "old West" of the USA. The rules are not skirmish but small battles. Which were quite common in the US of the 19th century. There are ten "force" types (no, not factions). Mexicans, Plains Indians, townsfolk, posse, Gunmen, army, workers, cattlemen.... A force will consist of bases with 3 figures on them along with some single figure bases (characters). Played on 6 x 4 table. These rules give a proper "little battle" not a gunfight.

20-100 figs a side.  


Click here
to see pdf options

 Available in pdf only.

Western  (2018 edition)

 (2018 edition)


WESTERN rules that cover the battles of the Old West.
These replace the 1992 "Hey you in the Jail" set. We usually update rules after about 10 years).
These rules are  designed for games wherein the figures operate in groups. They are not a skirmish set .
WESTERN is an historical game (the word "faction" is not used)  ,
There are ten force options. A typical force in 15mm would use  100 figures (about 50 in 25mm) put into 5 groups. 5 x 3 table. All mechanisms uses the table grid(6 inch squares for 15mm, 8" for 25mm etc).


Patrols in the Sudan

Sudan Colonial

Range 22

Fighting in the Sudan 1885. The period around Gordon in Khartoum. Dervishes, fuzzy wuzzies, red coats, camels and dangerous patrols. About 100 figures per side. Usual 3 x 3cm bases. Lots of new and innovative systems using D6. fought on a 3x5 table. lots of decisions and challenges.  


Also avaiable in pdf

"Click here"

World War 1

Square Bashing


1900 to 1928
Range 16

 PDF only


Now available in pdf (link)

Square Bashing
army book


Armies from 1900 to 1928. "Armies in the age of the bolt action rifle".
55 Armies.
Includes Cuban war, Boer war, Boxer Rebellion, Balkan war, WW1, British Revolution, RCW, Russo Japanese War, Mexican war, Rif Wars, Chaco War.


Now available in pdf (link)

Old square Bashing (1998)

This is the old version which used One foot squares.

Click here
to see pdf options


Available in pdf only.

Mexican Revolution

Fighting for Mexico (FM) are for fighting battles. FM can be played using most figure sizes. It is a grid based game.  In 15mm the table is 5 x 3 feet.FM is a comprehensive set of rules. This means it includes army builder, scenario generator, victory criteria, 8 different armies and a host of rules specifically for the Mexican revolution.      

Fighting for Mexico (FM)

Mexican revolution

See range 11 for figures.

Then pdf only.


Click here for pdf page

Spanish Civil War

This game uses a 6" grid. This means a square is either building, partial cover or not. By using squares it is clearer to the player what scenery the men are in, without fussing over trivial non-important detail. Thus infantry can "move into the farm"(proper platoon commander's order) without being told to "make sure you are behind the wall and facing the enemy MG"(waste of time game mechanism).  The first version has lasted about 17 years.

Spanish civil War
(bayonet and Ideology)

2017 edition

Civil  War
Click on the button to visit the videos page

These rules are available in pdf form as well

Explanation about assets
(click here)


Bayonet and Ideology (old edition) (RA013)

original version, not the 2017 alternative

Spanish Civil War 1936-9

Range 13

Each player commands a company of men from this war. Anarchists, Moroccans, nationalists, international brigade, Republicans etc. Mainly infantry with some armour and cavalry. Based on PBI systems of squares.
Includes 12 company types and rules for scenario building and victory.. really good.

£6 available in pdf only (old)

Available in pdf only.

World War 2

(pdf 33)

WW2 battle level
Range 8

WW2 Rules for 15mm . Each player has a number of units. each unit is either armour, infantry, support etc. Use of order cards to determine what the army can do each turn, Uses D6. Intended for a 6x4 table size. Loads of new ideas. Easy to play....tactical.


Only available in PDF format

Click here to go to pdf page

Poor Bloody Infantry
"Company commander"

This is the rule book. Player is a company commander.

142 Pages. Includes all the rules for WW2 company level gaming.


 Available in pdf

Company Architect book

This is the list of companies for PBI. Organisation and composition of companies for PBI company commander.

97 Pages. This book should be used alongside PBI Company commander.


Available in pdf

PDF of PBI rulebook    £11

Manually processed by us to include your name on the document pages. UK paper size

Manually processed by us to include your name on the document pages. US paper size

PDF of PBI company architect book  £8

Manually processed by us to include your name on the document pages. UK paper size

Manually processed by us to include your name on the document pages. US paper size


PBI "Quick Start" is a VERY cut down PBI. It is intended for beginners and tasters. It is a free download.


The Men of Company B (MCB) covers search and destroy actions in Vietnam. The figure scale is 1:1.  Each player controls about 50 figures. There is also the ability to include vehicles.  The US or allied player searches and the communist player attempts to stop him.

"The men of company B"




Click here for
pdf  Version

"The men of company B"



"The best set of Vietnam rules I have played"



Modern War in Africa

For modern warfare we offer you AK47 Republic.  These rules are often known as just "AK47".  The classic and newer (reloaded) versions are available.  
The Classic version is only available as a pdf. the newer version is only available as a  printed book.

Neither book needs any supplements and give all that is needed for the game.  If you build forces for either version they are still valid for the other version.

AK47 covers the armies of third world countries. these armies are often ad-hoc and very experienced in fighting. They usually suffer from lack of training and equipment.  part of the challenge is deciding which army to use. Each army has it's own attributes and strengths.

AK47 Republic
Reloaded (RA015)

20th Century African small wars
Range 17

20th Century African small wars

Range 17


Now available in pdf only

Set of FOUR AK47 playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. £2

AK47 old "classic" edition in pdf format  UK paper sized  
£5           Available in pdf only                      

 AK47 Old "classic" edition in pdf format   US paper sized    £5

         Available in pdf only


Peter Pig has been producing rules since 1974 (Bounce 5000). Early rule sets often featured  lists of modifiers, fixed move distances and inclusion of too many considerations (sorry). The only rule sets that PP has regularly played in the past are the WRG ancients versions 3 to 6, along with DBA. They were enjoyable; proof that Phil Barker is probably the most influential rule writer of recent times that I have met.

Peter Pig rule sets are not aimed at the commonly accepted “fun” target audience. Instead these rules are aimed at players wishing to learn about the history involved in fighting battles of that period. Players will be restricted in their actions  as if they were a  real commander in that period. Luck will play a part in denting a plan, but will not allow the plan to change turn by turn upon the latest random event.  The game will usually be won by the player with the better historically plausible plan, rather than the player who just reacts to whatever random thing happens. PP games are challenging, tactical, absorbing and enjoyable. It is for other games to just be “fun”.

Peter Pig rules contain very innovative rule mechanisms. We do this so that each mechanism feels right for the activity covered, a sort of onomatopoeia. Thus if the armour is weaker on the side of a tank we make it harder for the armour to stand up to the incoming round. In a one to one man challenge the decision to roll or not roll another D6 might be terminal, reflecting the damage that can result from a single false move. A huge amount of ammo is needed for a kill in WW2. So the large amount of D6 might be better deployed to pin than kill. The mechanisms favour the use of appropriate period tactics, but do allow the "mad idea" a chance (failure is an orphan, victory has many fathers).

No PP game needs an umpire, there are too few wargamers. PP games are usually in the "balance" up until the end phases.
In PP games,victory usually goes to the player with a plan that can be achieved with the resources available. Some luck helps too. Advice, if needed, might be "do not surrender the initiative", "stick with your plan", “have reasonable expectations of your troops" and “expect some setbacks". It is a game after all.

PP mechanisms change greatly between rule sets. PP introduced the use of 6 as the picture face of D6. PP used card driven activation back in 1983 for HI. We were not the first, but definitely lead. PP games need no long prior pre-planning, just turn up with your pointed army and the rules will create that game's scenario.

PP rules are greyscale inside and colour for covers and playsheets.

In order to clarify the genetics of RFCM rules the overall acronym of "TUPS" can be used. TUPS= Turn Up and Play Systems.

Most sets have a play sheet as the rear cover. It is worthy of note that it is more difficult to write simple rules that reflect a period in history, than to write complex ones. All rules are suitable for multi-player or club games... and are enjoyable too! Hence the name "RULES FOR THE COMMON MAN".


Rules Policy
RFCM rules are all copyrighted and owned by Peter Pig. Please do not photocopy the rules as it is piracy. If you need extra play sheets we can supply them in packs. We need the sales of rules to help support our company. Many dishonest people try to rationalise their piracy by using lame excuses; but that is what they are ,"excuses" (by dishonest people) and deprive us of our hard earned income. It takes many months of team work to create a set of rules. We do rely on honest wargamers to support us and allow us to be able to continue with our rule writing.

Want to know more?