Introduction to Warpspawn Games


SMART GAMING by Themcganndoctor@aol.com SMART FUNDIMENTAL RULES



Download 8.66 Mb.
Page199/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   195   196   197   198   199   200   201   202   ...   270

SMART GAMING


by Themcganndoctor@aol.com

SMART FUNDIMENTAL RULES

SIMPLE MINIATURE ADVENTURE RULES AND TACTICS

INTRODUCTION


These miniature rules may be used for fantasy or medieval miniature war

gaming, but can easily be adapted to any genre. These rules were inspired

from Little Armies by H. G. Wells and Kreigspiel.

COMPONENTS


You will need plastic or metal miniatures (or counters) and, if you wish,

some terrain (expensive, fancy terrain, or simple paper cutouts). You will

also need a twenty sided die (d20).

PLAYERS


In addition to however many players are playing armies, one should follow

the classic idea of having a Judge ("Time Keeper" or "Umpire"), to make

rulings on combat resolutions. This is a simple game, and interpretation of

rules will be an issue.


SCALE


In the fundamental rules, one may use a 100:1, 10:1 OR 1:1 scale. All

that matters is that the scale is constant for each and every unit.


THE RULES

SET UP


Set up the table top as each player sees fit.

THE TURN

1. THE MOVE


Each player rolls a d20. The highest number moves their miniatures

first, then the next highest roll, and so on.

FOOT SOLDIERS AND SMALL OR MEDIUM MONSTERS (goblins, skeletons, fairies, etc)

move 6 inches in one turn.

KNIGHTS AND LARGE MONSTERS move 12 inches.

The Judge will have to decide how terrain barriers, such as bushes and

low walls affect movement rates. Obviously high walls and trees are complete

barriers to one's path of movement.


2. PROJECTILES


Beginning with the first player (he who rolled the highest in the

move phase), projectile combat is resolved (e.g., bows, crossbows, slings,

etc.)

The effective range for projectiles is 30 inches. For each inch past 30



inches, a +1 modifier is added to those units COMBAT ROLL.

The COMBAT ROLL IS RESOLVED BY THE PLAYER ROLLING A D20 FOR EACH

UNIT FIRING. The base chance to hit an opponent is a roll of 11 or higher.

Each +1 penalty for range is added to that base chance. So an archer aiming

at a target 50 inches away must roll a 12 or higher in order to hit.

If there is intervening terrain in the way of the target, one must roll a

d20 if the combat roll is successful. If one rolls a 1-10, the arrow or bolt

hits that obstacle instead. If one is firing into hand-to-hand combat, the

same roll is made. On a roll of 1-10 one hits their own unit instead of the

target.


The projectile phase continues with the Second Player, the Third, and so

on till each player has a chance to fire their bows or crossbows.


3. HAND-TO-HAND


When two or more units approach 1 inch of each other they may engage in

hand-to-hand combat. For the first turn of that combat the player with the

longest weapon goes first, then the one with the second longest, and so on.

Combat between units with equal sized weapons is simultaneous. If the units

continue to fight each other in subsequent turns, then the order is reversed:

the shortest weapon goes first.

The COMBAT ROLL IS RESOLVED BY ROLLING A D20. The chance to hit is a roll

of 11 or higher. If one hits, then they score 1 point of damage. The armor

that is worn by the unit is considered into this damage, by its ABSORPTION

LEVEL. Each piece of armor may absorb one (1) point of damage for each level

it has:

LEATHER OR PADDING 1

SHIELD 2

CHAIN MAIL 3

PLATE 4


When there is no absorption level left for that unit, then the unit itself

receives the next point of damage, and is defeated.


DUNGEON IDEAS


The Judge can arrange dungeon setting and labyrinths with wall terrain,

to create a dungeon adventure for the players. Players may play a 1:1 scale,

working together to battle monsters that the Judge attacks them with.

SPECIAL RULES

LARGE MONSTERS


For Dragons and other large and powerful monsters, one may wish to give the

monster an absorption level of 5, to represent its large size and tough hide.

For dragons one may give it a special attack in the Projectiles phase with

its dragon breath. Dragon breath may affect an area of 3 inches by 3 inches

in front it, dealing out 5 points of damage to each unit in that area. In my

NARNIA campaign, I give each unit a chance to make a FAITH role to avoid all

damage from dragon breath or magic. If the unit rolls 11-20 on a d20 it

avoids all damage from dragon breath or magic.


COMING SOON: SMART BASIC RULES


-Skirmish rules

-unit experience

-tough monsters

-magic rules


INTRODUCTION


These rules are expansions to the SMART FUNDIMENTAL RULES. Unlike the

FUNDIMENTAL RULES, these focus more on the Fantasy genre.


EXPERIENCE


The experience rules provide a way to increase the effectiveness of

veteran units. These rules can be used for any scale, whether it is 1:1 or

1:100, or more. When a unit defeats an enemy unit, it receives experience

points (xp). As that unit accumulates more experience, its level rises. All

units are considered to be 1st level when they enter a player's army. These

rules are only for human units (infantry, archers and knights). The level of

monsters should be always at a level decided by the Judge.

UNIT EXPERIENCE LEVELS

LEVEL XP


1st level 0

2nd level 24

3rd level 54

The formula for xps needed to advance in level: levelxlevelx6


UNIT XPS AWARDED

LEVEL XP


1st level 1

2nd level 4

3rd level 9

The Formula for xps awarded for defeat a unit: level squared (levelxlevel)




Download 8.66 Mb.

Share with your friends:
1   ...   195   196   197   198   199   200   201   202   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page