This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: Skirmish rpg rules useing about 10 figure warbands for sword shield bow spear catapul  (Read 352 times)

mainsman

  • Newbie
  • *
  • m
  • Posts: 37
SKIRMISH RPG RULES USEING ABOUT 10 FIGURE WARBANDS FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use.
--------------------
each d10 combat roll has a differrent effect,
------------------
1 defender falls down unconscious
2 your repled back 1 inch
3 your repled back 12 inch's
4 Attacker killed
5 Attacker falls down unconscious
6 you remain locked in Melee, you may continue turn, or reattack
7 defender pushed back 1 inch
8 defender pushed back 12 inch's
9 defender killed
0 lose initative, play passes to other side
------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 Heal an unconsouse unit within a 7 inch range
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 lose initative, play passes to other side

--------------------------------------------------------

the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------

each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and use two combat dice.)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs.
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10

---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 0 on a d10, or a 6 on a d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.  
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base d10, so even if your negativly reduced by elite or hills etc... you still get the base d10
when you move into contact with the enemy you must roll for combat

mainsman

  • Newbie
  • *
  • m
  • Posts: 37
alternate version



SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at http://www.thewargameswebsite.com
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for negative number of combat d10s
-------------------
if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, the list of results gets smaller increasing the possability of losing iniative
--------------------
each d10 combat roll has a differrent effect,
----------------------------------
1 lose initative, play passes to other side
2 Attacker killed
3 defender killed
4 defender falls down unconscious
5 Attacker falls down unconscious
6 your repled back 12 inch's
7 defender pushed back 12 inch's
8 your repled back 1 inch
9 defender pushed back 1 inch
0 you remain locked in Melee, you may continue turn, or reattack
------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 lose initative, play passes to other side
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 Heal an unconsouse unit within a 7 inch range
--------------------------------------------------------

the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------

each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , and a d6
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10.
if attacker is Medium combat units you get an extra combat d10
if attacker is heavy combat units you get an extra two combat d10
if defender is Medium combat units you minus a combat d10
if defender is heavy combat units you minus a combat d10
---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.  
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base dice which happens to be a d6 for negative 2, so negative two(d6) is the minimum combat roll
when you move into contact with the enemy you must roll for combat


mainsman

  • Newbie
  • *
  • m
  • Posts: 37
ok Thanks, I will pop it there