SMART GAMING
by Themcganndoctor@aol.com
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.
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
LEVEL XP
1st level 1
2nd level 4
3rd level 9
The Formula for xps awarded for defeat a unit: level squared (levelxlevel)
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