hq
warlord
Aim:4 HtH:1 Arm: 1 Morale: 15 Reflex: 2 Speed: 9
Gun shotgun Power: 10 type: charging 2 Range: 12"
CCW shotgun butt: Power: 6 Attacks: 2
Poet of the slums: In first organization phase warlord makes a 24" pass. Any unit reached in shouting distance gains a 2+ morale bonus.
Bounty: a Warlord can choose two enemy units. Any unit in point blank range of that unit gains 1+ to all stats. Upon causing said unit to rout the unit is fearless for the remainder of the game.
Seasoned: every two turns he may choose one phase to switch order in.
Hardriders:
Aim:5 HtH:1 Arm: 1 Morale: 13 Reflex: 2 Speed: 12
Gun Punchers Power: 10 type: charging 4 Range: 15"
CCW lance: Power: 8 Attacks: 1
Bike: does not get winded
Mercenary Bands:
Aim:4 HtH:1 Arm: 1 Morale: 11 Reflex: 2 Speed: 9
Gun Punchers Power: 11 type: Charging 2 Range: 9"
CCW lance: Power: 6 Attacks: 2
Eye of war: when in point blank unit is fearless.
Developing a Wargame
Saturday, September 17, 2011
Sunday, September 4, 2011
snipers
ok heres how sniper will work:
when set snipers may fire 1 shot with a d8 as normal. On 5+ the hit counts on a model of choice. On 8+ the hit counts as an auto kill.
Option: Spotters
Spotters allow snipers to fire when no set as normal or to fire twice when set if firing upon a unit that has fired upon them previously
when set snipers may fire 1 shot with a d8 as normal. On 5+ the hit counts on a model of choice. On 8+ the hit counts as an auto kill.
Option: Spotters
Spotters allow snipers to fire when no set as normal or to fire twice when set if firing upon a unit that has fired upon them previously
Wednesday, July 13, 2011
Morale Score
What if you totaled your armies morale into a score and took test on said score. That way being outnumbered has a psychological effect on the game.
A maximum score would be 500 average 250.
A maximum score would be 500 average 250.
Index
Stunned: Units who are stunned count as reflex -2 aim -1 and may only move half their distance.
Double Time: Units may choose to double time to twice their current speed in the lieu of shooting. Double timed units count as stunned.
In Formation: Units models may take upon any arrangement so long as they maintain a distance of 1/3 their original speed between them. Units who are out of formation must pass a morale check in order to return to formation.
Morale test: Morale tests are rolled on a D20 and compared against the units morale value. If the D20 is lower than or equal to the Morale Stat the test is passed. The unit may now use the ability as described.
Orders: Units in command may issue orders granting specific units temporary special rules.
Abilities: Some units may choose to activate temporary special abilities.
Clash Of Wills: Both units roll a D20 and add that to their Morale Stat. The unit with the highest value wins. If the unit who cast the Clash of Wills wins, they may use their ability. If they lose nothing happens unless stated in the rules of the ability.
Double Time: Units may choose to double time to twice their current speed in the lieu of shooting. Double timed units count as stunned.
In Formation: Units models may take upon any arrangement so long as they maintain a distance of 1/3 their original speed between them. Units who are out of formation must pass a morale check in order to return to formation.
Morale test: Morale tests are rolled on a D20 and compared against the units morale value. If the D20 is lower than or equal to the Morale Stat the test is passed. The unit may now use the ability as described.
Orders: Units in command may issue orders granting specific units temporary special rules.
Abilities: Some units may choose to activate temporary special abilities.
Clash Of Wills: Both units roll a D20 and add that to their Morale Stat. The unit with the highest value wins. If the unit who cast the Clash of Wills wins, they may use their ability. If they lose nothing happens unless stated in the rules of the ability.
Formations
Units models may take upon any arrangement so long as they maintain a distance of 1/3 their original speed between them.
Sunday, July 3, 2011
Weapon types
SO the three basic weapon types function but we need more data.
focus
static
charging
Recoil - aim+1
Indirect - scatters via scatter rule
Large blast - large blast disc
Small blast - small blast disc
Double blast - x/y values for small and large blasts. both occur
Strafing - Starting point and direction are chosen, Point is scattered. Attacks scatter on line.
Template - uses tear template
Flame - causes 2x wounds, hits vehicles like sniper
Sniper - hits like a regular weapon. On a hit roll a d8. on an 8 the kill is instant. Resolve otherwise. See vehicles for sniper vs vehicle
Gas - Treated like flame
Toxic - Causes X additional wounds at a Y+
Acidic - reduces armor by X
focus
static
charging
Recoil - aim+1
Indirect - scatters via scatter rule
Large blast - large blast disc
Small blast - small blast disc
Double blast - x/y values for small and large blasts. both occur
Strafing - Starting point and direction are chosen, Point is scattered. Attacks scatter on line.
Template - uses tear template
Flame - causes 2x wounds, hits vehicles like sniper
Sniper - hits like a regular weapon. On a hit roll a d8. on an 8 the kill is instant. Resolve otherwise. See vehicles for sniper vs vehicle
Gas - Treated like flame
Toxic - Causes X additional wounds at a Y+
Acidic - reduces armor by X
Scatter Chart
To determine what scatter type is follow the chart.
0 no scatter
1 d6 scater
2 d12 scatter
3 d20 scatter
4 d20 + d6
5 d20 + d12
6 d20 +d20
+1 for indirect ammunition
+1 for over half distance
+1 for fog
+1 for out of board strike
+1 for out of site
+1 for multiple shots
0 no scatter
1 d6 scater
2 d12 scatter
3 d20 scatter
4 d20 + d6
5 d20 + d12
6 d20 +d20
+1 for indirect ammunition
+1 for over half distance
+1 for fog
+1 for out of board strike
+1 for out of site
+1 for multiple shots
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