Mission, Scope, the Concept
Martyrdom is set to begin its journey by bringing to life one of the darkest and most impactful conflicts in history—the Crusades. Our launch box set will focus on the Norman Crusaders and Seljuk Turks, with rapid plans to expand into the People’s Crusade and the Byzantine Empire. This foundation sets the stage for a historically immersive, narrativedriven wargame that combines history, strategy, and storytelling. From our first core rulebook, branding, illustrations, and model sculpts, we aim to establish a tone and imagery that immerse players in the grim, heroic history we seek to represent.
We are committed to supporting our players and community by keeping prices as low as possible, ensuring accessibility for a wide audience, and avoiding predatory practices often seen in the hobby. Alongside this, we also intend to release digital files so players who cannot afford our physical models can still 3D print and enjoy them. Our goal isn’t just to make high-quality, historically rich models, but also to build a loyal, engaged community around the game.
Oh, and the rules are of course free.
Join the Faithful
Our journey begins during the First Crusade. Focusing not just on the Norman Crusaders and Seljuks, but also the Byzantine Empire, Fatimids, and the People’s Crusade. All of which will feature within the rule set and be supported with a range of miniatures to field.
Model Range
We are committed to producing a range of high-quality miniatures sculpted by ex-Forge World 3D artists, ensuring every figure is a detailed and authentic representation of the era. We are fortunate to be working closely with historians such as Toby Capwell to ensure the models reflect true military and historical context. Beyond the Crusades, Martyrdom will grow into a multi-period franchise. For example, Martyrdom: 1066 will introduce Saxon and Viking armies, allowing players to explore overlapping historical settings without compromising on model quality or thematic coherence.
Supporting Artists
At Spearhead Studios, we believe the creativity of members within the hobbyist community should be celebrated. We maintain a strict no-AI policy and prioritise working with real creatives; 3D sculptors, illustrators, writers, and musicians from within the wargaming community wherever possible. Our goal is to support the unsung heroes of the hobby by giving them opportunities to contribute meaningfully to our project while ensuring they are fully credited for their work… Unlike other companies in the industry.
Game Rules
The Martyrdom rules emphasizes accessible, narrative gameplay built on modern mechanics that balance ease of learning with tactical depth. Inspired by rule systems like Bolt Action, Baron’s War, A Song of Ice and Fire, and The Old World, our system allows players to reenact and reimagine historic battles with rigorously playtested rules, influenced by the community. Designed to be a flexible framework that supports “what if” scenarios across different eras, we aim to let players pit authentic armies against each other under a single balanced rule set. Our goal is to create a welcoming, community-driven experience where players can dive into rich narratives and enjoy competitive, historically rooted gameplay.
Historically Rooted but Flexible
The rules are designed to reflect historical realities (Ranks of spears form defensive lines, cavalry charges striking fear into their targets, and crossbows piercing armour), but the framework is modular, supporting “what if” scenarios, so you can run your historical army the way you want to play.
Keeping your head out of the rulebook
The system emphasizes ease of learning (straightforward wound rolls, morale thresholds) so you can focus on tactical decisions (perfectly timing charges, managing fatigue, positioning leaders optimally), and not checking the rules 10 times a game. It’s intuitive for new players but rewarding for veterans.
Fatigue as a central mechanic
Combat isn’t just about killing models — fatigue markers and morale checks represent battlefield exhaustion and psychological strain. This adds a layer of realism and forces players to manage unit stamina, not just positioning.
Randomized Alternative Activations
Instead of players taking full turns, activation is driven by a randomised system, creating uncertainty and forcing players to plan flexibly rather than relying on a rigid and dated turn system.
Minimal Add-Ons, Maximum Play
The game is designed to run smoothly without clutter — no need for piles of bespoke dice, stacks of cards, or constant reference to books. A handful of universal tokens and the core rules are all players need, keeping the focus on the battlefield, not the accessories.
Consistent Universal Special Rules
Special mechanics like Zealot, Skirmisher, or Duelist are written in a universal framework, applied consistently across factions. You won’t need to learn 5 different terms for the same rule, or be surprised by any gotcha’s when playing against a new army.