Nobby wondered if I was using the same rules in my most recent games as I had in my earlier ones. I am! I've just been tweaking them to allow for more eventualities and greater diversity...or something.
Here's a photo of the index card itself, I'll type it out below so that nobody has to read my chicken scratch!
Turn Phases
1. Draw Phase
2. Movement Phase
3. Missile Phase
4. Melee Phase
Draw Phase (Initiative and Activation)
I use a standard 52 card deck with jokers removed.
For solo or 2 player games, assign one side red, the other black.
Each turn, draw a card then move the appropriate amount of figures or see what Chance holds.
Please Note: The card draw only affects the Movement Phase of the turn.
2-10: Number of figures activated for the color's side.
Faces (KQJ): Only heroes activate for that side.
Aces: Chance Roll (See Below).
Movement
Foot: 3"
Horse: 6"
Missile Phase
-Both sides act simultaneously
-6 hits a target within Line-of-Sight
-Units that moved during the Movement Phase may not shoot.
-Units engaged in Melee may not shoot or be shot at.
-Missile Units have 6 shots per game.
Melee Phase
-Both sides act simultaneously
-Each figure closer than 1" to an enemy figure is engaged in melee combat with that figure. Multiple figures roll against every enemy figure they are in contact with. So, if Sir Edric is surrounded by 3 footmen, he will roll 3 dice in the melee phase, 1 against each of the men facing him.
-Roll Target's AC to hit
-Unarmored: 3
-Light: 4
-Medium: 5
-Heavy: 6
On a Hit
1-4: Wounded
5+: Shocked (Immediately fall back a full move from enemy, may not activate next turn).
Morale
A single d6 is rolled for a force when it falls to 1/2 and 1/3 of its original size. A Hero’s trait affects this (if they are still in action), and if the forces leader is taken out of action, that force suffers a -1 penalty to the roll.
-1/2: 1-3 Fail,4+ Success
-1/3: 1-4 Fail, 5+ Success
Unit Types
Hero: 2 Hits, 1 Trait
Character: 1 Hit, 1 Trait
Grunt: 1 Hit
Terrain
Rivers: Full stop at entrance, then 1/2 speed
Climb: 1/2 Speed
Fall: Roll to Hit 1d6/1"
Hills: 1/2 Speed
Low Wall: Scale w/ Full Move
Bog: Impassable
Sieges
-Ram breaks a gate with 3 rolls of 6.
-Gatehouse must be controlled for 3 turns to operate gate.
Traits
For a character or hero, roll 1d8 or choose from below:
1. Nimble: +1 Move on Foot.
2. Wrathful: +1 to Melee rolls. Will not fall back or leave melee once engaged, even if outnumbered or failed morale.
3. Coward: -1 to Melee and Morale rolls.
4. Drunk: -1 Mounted Move. +1 to Morale rolls.
5. Jammy: +1 to Wound roll if hit.
6. Dashing Swordsman/Deadeye: +1 to Melee/Missile rolls (one or the other, not both).
7. Equestrian: +1 Mounted Move.
8. Old: -1 Move on Foot. -1 to wound roll if hit.
Chance Cards
When an Ace is drawn, roll on the following table. Please note, where applicable, the effect occurs to whatever side matches the color of the card (red or black).
1. Out of Ammo: Last Missile unit to shoot has its shots depleted to zero.
2. Rainstorm: Missile range reduced to 6”, mounted speed -2”.
3. Resupply: Chosen Missile unit has its shots restored to maximum.
4. Rousing Speech: +1 to next Morale check.
5. Mutiny: Random non-leader unit is now fighting for the other side.
6. Reinforcements: 1d6 friendly troops arrive at a random table edge.
Interesting - thanks for sharing. I like the chance card effects.
ReplyDeleteThanks for being interested!
ReplyDeleteI wondered if you had thought of adding bigger creatures to these rules, ogres ,trolls or giants?
ReplyDeleteI have a chicken-scratched pair of pages in my pocket notebook that I’m fiddling with.
DeleteLizard-folk get +1 to their melee rolls and naturally have medium armor (scales), and move faster than a normal man at 4”.
Trolls have light armor on account of their thick skin, can absorb 3 hits, and also heal 1 hit per turn unless they’re on fire.
Maybe I should make a post about these things too… haha!
Great ideas, looking forward to hearing more..
DeleteIt is very interesting to follow your thought process as it develops.
Delete