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Topics - mainsman

Pages: [1]
1
Design, Development, and Gameplay / Game Setting Desgned for a WoD
« on: June 10, 2020, 11:07:29 AM »
A world created for freeform rules such as WoD
                         After The Global Heat
                          By Mark Ainsworth




                              INTRODUCTION        


Woo… A cold chill snaked down my spine, I was becoming more aware of my bed and room. Oh No What time is it  I thought while I tried to suppress my bladder from feeling  full. My arm flopped off the bed and suddenly I was awake. I forgot about the atmosphere as I got up to fast,
After the Last Global Warming Shift was over The atmosphere Now is thick heavy gas like, anythinhing moving fast is dampened down to a stop, the faster something goes the stronger the effect. Normal movement at slow speeds is as it used to be but things like old fashioned cars or trains became like moving in glue, As the global warming got worse the atmosphere got thicker. One short term benefit was guns had become useless , it took three years for the military to develop thin swords as the new form of arms, it took skill to use as you needed to swing a sword cutting the atmosphere with its thin edge , if it was slightly tilted the sword stopped.


Travel from countries was reduced to walking pace, so all  Armies after the final warming disbanded, only skilled swordsmen remained as marshals .


                                MY TEST


After eating the gruel they called food for breakfast I entered the training building. I had been chosen as a candidate marshal , they recruited me from a food production point after my skill with a knife in food prep was noticed by a marshal.  I had no choice, swordsmen were so few.
My training involved using a blunt edged sword, the superthin edge swords were never used by marshal candidates except for a yearly test of skill against prisoners marked for death because of grave crimes, the prisoners entered tests by choice in the hope of freedom. If you killed four prisoners with machetties you gained  the marshal badge, Losing meant the prisoners going free sometimes the trainee marshals were killed.


Today was my First Test, My nerves were bad as the prisoners were brutal characters. I watched two skill tests before mine, the outcomes for the trainee Marshals was expected , they won, but they were on their third and fourth tests.


I was called to the centre arena, I could see the four mean looking prisoners as I approached , one made the sign of a cut throat . The Arena Lawgiver handed me the thin edge sword, it was light , very light. I swung the sword around for a while until I was commanded to start my test.


I walked into the combat zone and took up a defensive stance. We were taught to watch our opponents feet as it showed what part of their body was taking the weight of the attack. Two of the prisoners separated from the bunch and flanked me, the other two stayed together. We danced around for about a minute when one lunged at me, I easily beheaded him with one strike. Just as I struck the two prisoners that remained together charged me, but they went too fast the atmosphere slowed them as they came within range of my sword, I sliced across both their chests with a fast slice. The last prisoner panicked and ran out of the arena. I was applauded as the winner by the lawgiver.


                                MARSHAL LAW


After a day in the rest area I was summoned to the Lawgivers tower, Three Marshals witnessed as I swore an oath to uphold the law ,I was lectured afterwards that marshal law is the only thing between us and Hell, We few travel the wastelands settling disputes, and dispensing punishments. Then I was asked to blindfold, then My hands were bound, It went quiet , suddenly I felt the most intense pain on my back just before passing out.


I awoke what seemed like a full night's sleep but I was so groggy and I was in a strange building made of steel walls, there was a hummining and the sense of movement but so slow it was barely noticeable. I picked up a silk shirt laid out for me, it had the Marshals emblem on it, as I put it on my back felt tight, I turned towards the mirror to see what it was. I had the marshals icon burned and tattooed into my skin, but it was well healed. I must have slept for weeks for this to be healed so much. I put on the rest of the clothes and shoes, then I saw a sword and sheath on a stand, I picked it up , this was a beautiful weapon my name had been etched into the handle. I fastened the sheath straps around my shoulder and back and opened the door.


I was in a sort of hovercraft with a driver who also had a silk shirt like mine. He turned with surprise and beckoned me over. I asked him what was happening, he was happy to answer all my questions. He told me the hovercraft neutralised the atmosphere with filtered gas blowers enabling us to travel faster than any criminal, and  We were on route to the Marshal outpost known as crondal where we were to serve as lawgivers of the western lands.

2
Other Games / Dark Lords Messenger, A Text & Keyboard Adventure
« on: May 21, 2020, 06:09:20 AM »
Dark Lords Messenger, A Text & Keyboard Adventure

Dark Lord is an RPG lite game where you serve by delivering messages for the Lord throughout the Dungeon.

you must map out a random dungeon, with locked doors and keys, traps, inventory, feed on maggots, do searches, fight monsters, roll dice all in text

Its Text Based with some spelling mistakes as English isn't my first Language, so forgive me.

https://netwingspace.itch.io/textbased-dark-lord

[ATTACH=CONFIG]4482[/ATTACH]

[ATTACH=CONFIG]4483[/ATTACH]

[ATTACH=CONFIG]4484[/ATTACH]

3
Design, Development, and Gameplay / Trial By combat
« on: January 16, 2020, 12:28:15 PM »
One Page RPG

this is Duel set of rules Trial by Combat , its set in the knights era where combat was the norm. there meant to be suspencefull and take a while to conclude. If you win a duel you gain an whatever armor and weapons the fallen has left and then face the next challenger

you start with a one handed weapons and two armor D6 , or a heavy weapon and one armor D6. you can place the armor D6s with your body part D6s

you have six body D6s, Each part of the body has a colored D6 associated with it(or you can place them on a sheet with zones), more D6s for armor etc... may also be associated with the body part if you have it(you may have more than one armor D6). at the begining of each combat round all these D6s are rolled, the results are the numbers needed to hit that body part or armor.

a combat round is an attack on another charactor,Your target is what you can see or reach. Your body D6s must! allow you to do an attack(EG a one armed or one legged man cannot swing a two handed heavy weapon) first you roll a D6 to see what part of the body of the enemy you get a chance to attack( heavy weapons roll two D6s), look at the body part reference table to find out your targets(if the dody D6 is already gone roll again). then you roll a D6, if the roll matches the body part colored dice then you hit that body part.


a body part cant be hit if it has armor,you must hit and remove armor D6s first. if you hit a body part then you remove that D6 from the enemy body D6s, if the Head or chest are hit then they are dead.

Body part reference table

Head      = 6
chest     = 5
left arm  = 4
Right arm = 3
left leg  = 2
Right leg = 1

weapons may be light or heavy.
you can add more armor if it makes sence, eg you cant use two helmets,but you can gave chainmail and a helmet or you can have arm armor and a shield.

4
redacted

5
Design, Development, and Gameplay / Paperless RPG
« on: November 02, 2019, 03:35:32 PM »
I had some help along the way.

Paperless RPG

a PC/NPC does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

D6 READY ROLL TABLE
1)swordplay
2)cunning
3)stealth
4)shooting
5)daring
6)criminal

1) GM describes the situation

2) PC declares what they are going to do. GM decides how many successes(multiples of 3) are needed(one 3 is easy , two 3s is testing, 3 3s is hard, four 3s is very hard ,five 3s is near imposible)

3) PC rolls ready die.

NOTE: the figure itself depicts its Natural skills(class), eg a pirate with cutlus would be a sailor who can swordfight.

4) GM decides if ready die result matches the situation close enough to give the bonus die. GM also decides if the PC's or NPC's Natural skills(class) matches the situation close enough to give a bonus die. GM decides if the PC is doing something "beyond what you would expect". These determinations will involve back-and-forth with the player, possibly with the opportunity for the PC to scale back their action. Can the PC change their action at this point?

5) Other PC's decide if they are going to help. This could involve back-and-forth with GM to decide if the help offered is reasonable.

6) PC adds up how many dice to roll: 1 base + 1 for being a Hero + 1 if GM said ready die matched the situation + 1 if GM said Natural skills(class) matched the situation + (1d6 to see if they have equipment, then if the last roll was a 6, 1 for that equipment) + 1 if any of the helpers were judged OK - 4 if GM judged this was beyond PC's ability. (Assume 0 or minus dice you just don't bother to roll. PC rolls dice, reports back to GM.

7) GM counts number of successes (multiples of 3) and adjudicates results.

For opposing skill tests addup dice for each then you compare results, if you get evens or less you badly lose so apply appropriate punushment, if you get plus one you just got through with no result, if you get plus three you succeeded apply rewards, if you get plus four or over succeeded by far apply rewards.

6
Design, Development, and Gameplay / Rapid RPG Setup Rules
« on: October 09, 2019, 05:04:16 AM »
SUPER FAST SETUP RPG RULE SYSTEM


In this rule system All skills & Abilities are built into the STATS (in a fantasy game they would be STR strength, MIND wisdom,INT inteligence, CHA charisma,DEX dexsterity, SAV save) the stats represent an average charactor or monster etc... each class has an average set of STATS, you select one from a list or create a charactor by rolling a D6 for each stat a roll of 1 =-3 ,a roll of 2 =-2,a roll of 3 =-1,a roll of 4 =1,a roll of 5 =2, a roll of 6=3 the idea is each PC or NPC has no setup for fast play.


STATS are in a range from -3 to +3  so a strong barbarian may be STR +2


each charactor does not have a paper charactor sheet instead has a set of D6s representing its stats, the D6s should be differrent colors.for each stat a 1 =-3 ,a 2 =-2,a 3 =-1,a 4 =1,a 5 =2, a 6=3 , you would have one page command sheet with a list of your units and the stats D6s placed next to the name in the list


The Difficulty of all tasks or Save, you only roll a D20 + relavant STAT + a D4 roll , you MUST apply a STAT! the STAT maybe plus or negative BUT you still use it.


Very easy (0) see something big in plain sight
Easy (5) Climb a rope
Average (10) Hear someone approaching
Tough (15) craft a trap
Challenging (20) Swim a river
Formidable (25) Pick a lock
Heroic (30) Leap across a wide chasm
Nearly impossible (40) Track an enemy over rock


as you play the game you gain rewards of increased STATS, you rotate your D6 for the relavant D6 to a maximum of 6(=+3)


also as you play you suffer penalties like getting hit, you rotate your D6 for the relavant D6 to a minimum of 1(=-3). Hit points are not included instead if all your D6s get reduced to 2 or 1 you are dead.


failing a task may cause you to take STAT damage like falling while climbing.


You may also be rewarded by tasts like finding treasure like armor & increasing your stat d6s so STR would have 2 D6s for a maximum of +6 in that STAT, you can increase any of the STAT D6 pools by means of reward or as a start for a base charactor.


I have left out rules for movement & combat, but when you suffer damage your STAT D6s pips are reduced , or increased by success.

7
RPG/SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at http://www.thewargameswebsite.com
the games are played with small numbers of figures like warbands.
----------------
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.
----------------
ACTION RULES
------------
Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

each action has a difficulty rating from 0 to 100, the higher the roll the better, an almost imposible action would be less than 2, an extreamly simple action would be greater than 1.

-----------
ACTION DIFFICULTY TABLE
short climb    roll a d100 above 5 suceeds
medium climb    roll a d100 above 35 suceeds
high climb    roll a d100 above 55 suceeds
short swim    roll a d100 above 5 suceeds
medium swim    roll a d100 above 25 suceeds
long swim    roll a d100 above 45 suceeds
breaking down a wooden door    roll a d100 above 25 suceeds
breaking down a Heavy wooden door    roll a d100 above 65 suceeds
breaking down a metal door/gate    roll a d100 above 85 suceeds
hiding    roll a d100 above 25 suceeds
sneaking    roll a d100 above 45 suceeds
spotting detecting hidden things or units    roll a d100 above 55 suceeds
use magic for things like raising a dead monster like skelitens    roll a d100 above 65 suceeds
blocking a magic effect    roll a d100 above 65 suceeds
setting things on fire    roll a d100 above 15 suceeds
putting fires out    roll a d100 above 45 suceeds
building defensive positions    roll a d100 above 25 suceeds

add more actions if required, and decide a difficulty value
----------  
COMBAT & MOVEMENT RULES
-----------------------
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 a d4 or 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, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
--------------------
each d10 combat roll has a differrent effect,
----------------------------------
1 lose initiative, play passes to other side
2 Your Unit killed
3 Your Unit KO'd
4 Your unit pushed back 12 inches
-----------------------------------------------------------------------------------------1D4 line (negative 3 dice)
5 Your unit pushed back 1 inch
6 You remain locked in Melee, you may continue turn, or reattack
-----------------------------------------------------------------------------------------1D6 line (negative 2 dice)
7 Foe pushed back 1 inch
8 Foe pushed back 12 inches
-----------------------------------------------------------------------------------------1D8 line (negative 1 dice)
9 Foe KO'd
0  Foe killed

------------------
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. When a unit moves it must roll a D10 on a zero you lose the initiatve
--------------------
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 , to a d6, and a d4
------------------
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
---------------------
ranges of ranged weapons
---------------------
bow medium
crossbow short
pistol short
musket long
spear short
sling short
catapult extra long
very short 4 inches
short 7 inches
medium 11 inches
long 15 inches
extra long 20 inches
---------------------
if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
---------------------
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 d4 for negative 3, so negative thrree(d4) is the minimum combat roll
when you move into contact with the enemy you must roll for combat
if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move

=============================================================

8
old skool bundle at humblebundle   https://www.humblebundle.com/    tons of books  on old school fatasy role playing, & the original rpg rules from the 70s

9
The Endless adventure dungeon, by Mark Ainsworth 140867

its meant to be an event triggered by travel in a loose freeform rule system, it has no skill its all dice.

start off at situation 1. you start with 10 health and 1 armor, 0 gold,0 reputation. if you get a point of damage you reduce your armor(if the armor is zero, you reduce your health). your objective is to gain 10 reputation & as much gold as you can carry, your final XP is reputation multiplied by gold. this dungeon is a D6 dungeon, but I have a planned d10 and D100 dungeon

(situation 1) roll a D6 for the following result - roll a 1 go forward to situation 1,roll a 2 go back to situation 1,roll a 3 go left door to situation 2,roll a 4 go right door to situation 2,roll a 5 stumble to situation 3,roll a 6 find a monster to situation 4.
(situation 2) roll a D6 for the following result - big room roll a 1 go forward to situation 2,roll a 2 go backwards to situation 1,roll a 3 go left door to situation 2,roll a 4 go right door to situation 2,roll a 5 find treasure to situation 5,roll a 6 find a monster to situation 4.
(situation 3) roll a D6 for the following result - regain footing roll a 1 go forward to situation 1,regain footing roll a 2 go backwards to situation 1,fall through hole roll a 3 to situation 2,activate trap roll a 4 go to situation 6,roll a 5 find treasure to situation 5,roll a 6 find a monster to situation 4.
(situation 4) roll a D6 for the following result - roll a 1 run forward to situation 1,roll a 2 you were hit for 1 point of damage to situation 4,roll a 3 kill monster (reputation + 1) to situation 1,roll a 4  kill monster & find armor(reputation + 1 armor + 1) to situation 1,roll a 5 kill monster & trigger magic effect to situation 6,roll 6 find another monster to situation 4.
(situation 5) roll a D6 for the following result - roll a 1 find 5 gold go to situation 1,roll a 2 find 10 gold go to situation 1,roll a 3 find 30 gold go to situation 1,roll a 4 find 50 gold go to situation 1,roll a 5 stumble to situation 3,roll a 6 find a monster to situation 4.
(situation 6) roll a D6 for the following result - roll a 1 magic harmlesly disapates go to situation 1,roll a 2 magic strengthens you (health + 1) go to situation 1,roll a 3 You are teleported to situation 2,roll a 4 magic blast (hit for 2 points of damage) go to situation 1,roll a 5 find 25 gold to situation 1,roll a 6 find a monster to situation 4.

10
Design, Development, and Gameplay / unusual resource for game design
« on: September 17, 2019, 07:42:26 PM »
Hi , I never knew who to show this to? its a free app I made when I had a bad back to play miniature while I had to lydown all the time. My backs no as bad now but you guys may like to give it a go. you can put any photo of board and units into it, no setup just drop your images into the folder and there in the app. its for windows.
https://globebotter.itch.io/miniature-wargaming-on-a-pc
here a photo with my table and some juniorgeneral.org figures, I have better, but its a matter of quality images to use
https://img.itch.zone/aW1hZ2UvNDg0NzIwLzI1MDE1NzcucG5n/original/QUHGc%2F.png

11
SKIRMISH RULES FOR 10 Figure Warbands RPG 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


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.
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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..
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Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
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a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
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Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
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each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
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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)
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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
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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

12
SKIRMISH RPG RULES USEING ABOUT 10 FIGURE WARBANDS FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867
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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.
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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).
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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.
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each d10 combat roll has a differrent effect,
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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
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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
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participate in a attack, but may participate in as many attack that occure in range.
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each d6 Leader roll has a differrent effect,
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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

13
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« on: March 19, 2019, 03:45:57 PM »
sorry

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