Showing posts with label Rules of War. Show all posts
Showing posts with label Rules of War. Show all posts

Tuesday, July 30, 2013

Rules of War:Altitude

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have flyers:

Altitude

Altitude is how high or low your flyers are.  This is useful for flyers, as a height advantage can allow a flyer to avoid enemy fire. In addition, it can allow a flyer to  travel faster or make a more devastating attack then it would have before. On the other hand, if a flyer is in the wrong altitude, it can result in it in the Flyers destruction. A Flyer on the same altitude as another Flyer is capable of shooting/charging it at the normal ranges for the activity, and it is best for both players that the altitude of each flyer is marked. There are four altitudes:

Landed
-The Flyer cannot ignore any terrain. The Flyer has normal movement speed. The Flyer has normal range on all weapons.

Ground Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 6" in height. The flyer has double movement. In addition, all shooting attacks made at the Flyer have normal range. All shooting attacks made from the flyer have half their normal range.

Air Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 12" in height. The flyer has normal movement. In addition, all shooting attacks made at and from the Flyer have half their normal range rounded up to the nearest inch.

Sky Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 24" in height. The flyer moves at half of its normal movement. In addition, all shooting attacks made at and from the Flyer have one quarter of their normal range rounded up to the nearest inch.

To determine at which height a Flyer starts at, roll a D3 and consult the following table:
1-Landed
2-Ground height
3-Air Height

Terrain and Flyers

If at any point a Flyer comes into contact with any piece of terrain that isn't open ground, roll a D6 and compare it to the Flyer's speed. If the result is lower than or equal to the Flyer's speed, complete the movement as normal. If the result is higher, then the Flyer suffers D6 Power 4 hits.

Commands

Raise
1 command point
- The Flyer goes up one altitude.

Drop
1 command point
- The Flyer goes down one altitude.

Dive
2 command points
-Can only be done from the sky altitude. For all intensive purposes, treat this as the charge command. However, the flyer gains and extra D3 Power (Max 8) and an extra D3 attacks per flyer. In addition, the Flyer is now in the ground altitude.

Friday, July 6, 2012

Rules of war:experimental mission: Ma'tai vs. mob

This is an experimental mission that also features some rules for units which can be used here or in a normal game (please note that this is a proof of concept). The list included will only be manageable on small scale games:
Core Infantry
Ma'tai merchant band
-While normally peaceful, they can be aggravated to acts of violence if they are threatened.


M Cs Ss P Ar L At Sp Co Pts. N
5” 4plus 4plus 3 3 1 1 5 4 150 15
Type:infantry
Equipment:claws
command points:2
rules:Ma'tai
upgrades:may be given swords and shields for 15pts and/or axes for 15pts. May take short bows for 30pts, or pistols for 30pts. May take light armor for 15pts. May take a Champion for 5Pts.

Leader
Ma'tai Leader
-It is unknown how the leader of a Ma'tai band is chosen, but, they seem to be the merchant who was wronged in the first place.

M Cs Ss P Ar L At Sp Co Pts. N
5” 4plus 4plus 3 3 2 2 5 4 70 1
Type:infantry
Equipment:claws
command points:3
rule:Ma'tai, unique
upgrades:may be given a sword and shield for 5pts, short bow for 5pts, pistol for 10pts, and/or an axe for 5pts.  May take light armor for 5pts.

Ma'tai
-protection 5+, skirmish

other
Angry mob
-This is a profile for a bunch of citizens who has royally angered the Ma'tai. 

M Cs Ss P Ar L At Sp Co Pts. N
4” 5plus 5plus 3 2 1 1 3 2 spc. 30
Type:infantry
Equipment:clubs, daggers, pitchforks, scythes, and torches (all count as clubs)
command points:1
rules: skirmish, RUN!

RUN!
-always fails any Courage check involving close combat. They also always run towards their board edge.

Mission 
Save the Villagers
-Some Villagers have royally ticked off a band of wandering Ma'tai merchants. While you normally wouldn't care, the fact remains that, some influential people were in that mob, and now you have to go save them.

The number of points this mission has is dictated by the Ma'tai player, as he/she is only allowed 3 units of merchant bands and only one leader (520pts. minimum,  725pts max). The defending player (the player trying to save the mob) gets one mob to be rescued. The following diagram shows how the units are to be set up(please note that it is on as 6' by 4' board and has no terrain). Also please note that I am a terrible artist.

Ma'tai# stands for where which unit can be placed. The leader can be placed with any of the units. please note that the safe zone overlaps with the Army (defender) deployment zone. The distance between the Army and the Angry Mob (and also the Ma'tai) is about 12"


The goal of the mission is two fold

1. The number of Models from the Angry mob that successfully make it to the safe zone out of the total number of models in the original Angry Mob. Each safe model counts as 50pts for the defender, while each dead model counts as 50pts for the Ma'tai.

2. Destroy the other Army. You only get points when a units either flees off the board or is totally destroyed.

Who ever has the highest number of points at the end of the game wins.

If you want, you can add more units to the Ma'tai side (always in increments of 3, with one extra per deployment zone.), add extra angry mobs, or just substitute out the Ma'tai for a different army.

Friday, June 8, 2012

Rules of war:Wind

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have flyers or ships:

Wind
-Wind only effects objects which are in the air (i.e. flyers and ships) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the wind is going:

D6 wind
1-no wind
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-unpredictable

A model which is heading in the same direction as the wind gains an additional D3" of movement. Models which are moving against the wind lose D3" of movement.

A roll of unpredictable means  that you have to roll the direction of the wind at the beginning of every turn. Re-roll any further results of unpredictable.

Rules of War:tide

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have water:

Tide
-Tide only effects objects which are in water (i.e. models crossing a river, ships, sea monsters, etc.) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the tide is going:

D6 tide
1-Low tide
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-High tide

A model which is heading in the same direction as the tide gains an additional D3" of movement. Models which are moving towards the tide lose D3" of movement.


Low tide means that you count the water on the board as being 1 inch smaller then it was (if a river was 3" then it is now only 2".) If the water goes off the board then simply mark back the point from which it touches the land.


High tide means that you count the water on the board as being 1 inch larger then it was (if a river was 3" then it is now 4".) If the water goes off the board then simply mark the point from which it touches the land.

It does not mater how this is represented, only that both players agree on its representation. 

Friday, June 1, 2012

Rules of War:indirect fire

Indirect Fire is an experimental command that you may or may not use with your armies. If you do choose to use it p;ease give us any questions, comments, or concerns you have on it:

Indirect Fire
Command points:3(2)
-Indirect fire is another variation on shooting. A unit that uses indirect fire may add 3" to their range, but the target must be outside of half the weapons firing distance(for example, if you used Indirect fire on a unit armed with longbows(range 24"), then the target must be within 12 to 27 inches). Indirect fire may be used to target units outside of your line of sight. Using indirect fire reduces you D6 roll by 1 and the unit loses 1 command point next turn. Units with the radius special rule may Indirect fire for only 2 command points, and do not lose a command point on the next turn.

Saturday, May 12, 2012

General proclomation: Tides of War

In an effort to expand our ship based combat, we are going to compile a rule book with new units and rules known as the Tides of War. Any rule or unit suggestions will be considered, and these rules will be compatible with the main rule book, If you would like to help at all, please post on the Facebook group(link provided), comment on this post, or send us an e-mail or pm. Thank you for your time and consideration.
http://www.facebook.com/groups/129692473774243/

Boarding
Tide
Wind
 

Thursday, May 10, 2012

rules of war:boarding

These are experimental rules concerning ship to ship combat. If you do not intend to use ships(or do not enjoy these rules) you may ignore them. If you have any comments or suggestions please don't hesitate to tell us. In order to use these rules, you need two areas 11.5" x 7"(29.5cm x 18cm) (the size of a shoebox lid) called decks:

Boarding Action
3 command points for the whole ship
-Boarding is an action that a ship's crew or passengers may do if their ships are locked together or are within 3" of each other. In order to keep the attacking ship running, you must have at least one crew member per ranged weapon, one to steer it, and one to keep the masts(or engines... or organs) in working order. A boarder is any model that is not engaged one one of the aforementioned activities or a model being transported by a ship. For all practical terms, each model counts as their own unit, with the loner special rule and has one command point (unless otherwise stated in their rules). All unit type benefits(i.e. banners, warhorns, etc.) affect all friendly models regardless of the distances

First, both sides nominate the number and type of models that they will be using. Next you set up the two decks with the same facings as the ship, but with twice the in game distance of the actual ships( for example, if the two ships were side by side and 1" apart, then you would set up the decks side by side and 2" apart). Set up all of the models in any way you like on your deck. The boarding action is fought with the same rules as a normal games but with the following changes:

Charging
-only 1 command point, but you can only go up to the model's max movement
Shooting
- -1 to all shooting rolls when shooting at models on an opposing ship
Jumping 1 command point
-for use when getting from ship to ship. Roll a D6 for the model and subtract 1 for every 2" in between ships. If the roll is under their Armor, then the fall into the water, and must be placed halfway between the two ships. If passed, then they are placed on the opposing ship's deck within 1" of exactly opposite of where they were jumping from. If there is not enough space for them to jump to, then they count as failing the jumping test. A Jump also can count as a charge
Climbing 1 command point
-for use when getting back on a ship. Roll a D6. If it is below their armor then the model is stuck in the water. If it is above their Armor, then they may climb up. If the model is stuck in the water for three consecutive turns, then they are removed from the board and count as a casualty.
Marching
-a model may not march when boarding.
Courage
-If over half of all your starting models are lost, then you must take a courage check with the highest courage of any model currently boarding. 
 Drifting(test at the beginning of your turn)
-the two ships will Drift closer to each other, D6"-the Power of whatever model is currently steering, if their is no model attending the masts(or engine)

The Boarding action is fought like a normal game until any of the following conditions are met:
1)all the attacking or defending models are destroyed
2) The attacker(or defender) have at least twice as many models as the defender(or attacker) does
3) If either side fails their Courage check when they lose over half their models

If either side loses the fight then the ship counts as fleeing if their are models left. If their are no models left, then the ship counts as destroyed and is removed from the board.

Please note that, a boarding action is fought until either side loses, and does not affect the current turn count in the main part of the game.

Wednesday, April 25, 2012

Rules of War:scattering

this is an optional and experimental set of rules for Fields of war that we may or may not incorporate into the main rules. We would appreciate any and all comments with them.

If an attack has the radius spc.rule and a miss is rolled, times your roll (without any modifiers) by D3. this is the amount that the center of the radius moves in the direction indicated below:
D6
1complete miss
2moves forward
3moves to the right
4moves to the left
5moves backwards
6complete miss

If any models are under the radius at all, even if they aren't from the same unit or side, the they suffer the appropriate amount of damage. Two examples of how this works follow:

A rum gun fires on a unit troopers, but rolled a 3 on the to hit roll. They then a roll 2 followed by a 5 which means that the center of the radius moves 6 inches backwards; and accidental hits 2 goblins.

A terrpeda battaefires its terrpeda at a unit of vinelings, but rolled a 1. They then rolled a 3, but this was followed by a 6, so the shot completely missed (or more likely, blew up in the air).
 

Thursday, April 12, 2012

rules of war:Regiments and detachments

For the ease of gaming we have developed this experimental set of rules for purchasing units at higher or lower numbers then before. For everyone's ease, please specify if you are taking a detachment, company(original sized unit), or regiment when writing you list.

Detachment-A detachment is a unit half the size of a normal unit rounded to the nearest whole number(for example, you make a detachment out of a unit of 30 goblins, that unit is only 15 goblins now. However, if you make a detachment out of a unit of 15 duelists, then the detachment is 8 models). The cost of the unit is half of its original value, rounded up to the next multiple of five(Going back to the unit of goblins, it normally costs 60points, so you'd half that to 30points and then round it up to 35points, for the duelists, they normally cost 105 points, so you'd half it to 52.5points, then round it up to 55points. If the unit cost 70 points originally then you half that to 35points then round to 40points) Please note the following restrictions on detachments:
The cost of all upgrades(with the exception of champions, banners, and war horns) is cut in half and round up to the nearest whole number(if the upgrade was 15pts, it is now 8 points).
You may not make a detachment of of a detachment or regiment.
you may not have detachments of any unit with less then 10 infantry, or cavalry models.
You may not make a detachment out of a unit with less then 6 monsters.
you may not make a detachment out of ships, chariots. or war machines.

Regiments-A regiment is a unit that is double the size of a normal unit(for example, doubling a unit of 20 troopers to 40 troopers, or 10 Scarecrow Warriors to 20 Scarecrow Warriors)the cost of the unit is double what it was, rounding down to the nearest multiple of 10(going back to the Troopers, their normal cost is 100 points but you double that to 200 points, and then round down to 190points. The Scarecrow Warriors, were 120points, but you double that to 240points and the round down to 230points). Please note the following restrictions on regiments:
The cost of all upgrades(with the exception of champions, banners, and war horns)is double what it was(if it was 20 points, it is now 40points).
You may not make a regiment out of a regiment or detachment.
you may not make a regiment out of any model with the loner or unique special rule.
You may not put a regiment in any unit with the transport spc. rule(with the exception of terrain).

Tuesday, April 10, 2012

Rules of War:Day and Night cycle

This is an experimental rule set for mission that we would like to get your opinion on. It can be used in conjunction with any of the standard missions.
At the beginning of the game roll on the following tables:

D3starting position of sun
1-start at night
2-start at dawn
3-start at high sun

D6 board edge
1-player 1's choice
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-Player 2's choice

the game is played for 7 turns or until the sun goes from twilight to night(whichever comes last). At the beginning of every turn roll a D6. If the roll is 4 or greater then advance the sun's status by one(from dark to dawn, from dawn to high sun, from high sun to twilight, and from twilight to night)

Dark/Night-there is no light out. units can only see 3D6" and must roll at the beginning of every turn.
Dawn-the sun is directly on the board edge it starts at. any unit trying to shoot into another unit with that board edge at its back suffers a -1 penalty on their to hit rolls and any unit charging another unit with the sun at it's back loses D6" from it's charging distance
High sun-the sun is directly over the board and their are no special effects.
Twilight- same as with dawn, only it is on the opposite board edge from the one dawn started at.

Sunday, January 1, 2012

General Proclamations:rules

Happy new year everyone one! to celebrate the new year we are putting all of the rulebooks up on the blog for ease of access. you can post any comments, questions, etc. you have about the rules in the comments. If you don't know which army you want to play you can look through their rules or read through the blog. Enjoy!

Main rulebook
http://www.scribd.com/doc/133161137/Fields-of-War-Core-Rulebook
http://fields-of-war.643.n7.nabble.com/file/n16/Fields_of_War_core_rule_book.odt

Scarecrows
http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Scarecrow_rule_book.odt

Dwarfs
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Dwarf_rule_book.odt

Elves
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/elf_rule_book.odt

Stygians
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Stygian_rule_book.odt

Trolls
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Troll_rule_book.odt

Plain Riders
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Plain_Rider_Rule_Book.odt

Dominion
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Dominion_rule_book.odt

Hellspout
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Hellspout_rule_book.odt

Vissaria
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Vissaria_rule_book.odt

Goblins
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/goblin_rule_book.odt

Garmaria
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Garmaria_rule_book.odt

Gnomes
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Gnome_rule_book.odt

Ratkins
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Ratkin_rule_book.odt

Inaros
 http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/Inaros_rule_book.odt

Taboo
http://the-lost-and-the-damned.664610.n2.nabble.com/file/n7122785/taboo_rule_book.odt

Soldiers of Chaos
http://the-lost-and-the-damned.664610.n2.nabble.com/file/n6699364/Soldiers_of_Chaos_rule_book.odt