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High Impact Roll 2x Take Higher Standard Impact Roll 1x Low Impact Roll 2x Take Lower

This document provides rules for a miniature wargame that can be played on a chess board. Units include footmen, pikemen, cavalry, chaplains, archers, and warmages. Each unit has stats for movement, cost, attack, and defense. Combat is resolved by rolling dice and comparing attack and defense rolls, with losses determined by an impact table. The goal is to eliminate the opponent's remaining units. Set up and turn order are also outlined, along with spellcasting rules for the warmage unit.

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Caleb
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0% found this document useful (0 votes)
95 views

High Impact Roll 2x Take Higher Standard Impact Roll 1x Low Impact Roll 2x Take Lower

This document provides rules for a miniature wargame that can be played on a chess board. Units include footmen, pikemen, cavalry, chaplains, archers, and warmages. Each unit has stats for movement, cost, attack, and defense. Combat is resolved by rolling dice and comparing attack and defense rolls, with losses determined by an impact table. The goal is to eliminate the opponent's remaining units. Set up and turn order are also outlined, along with spellcasting rules for the warmage unit.

Uploaded by

Caleb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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UNITS COMBAT RULES

FOOTMEN (max 8) • Both sides set up as in SETUP RULES.


MOVE COST ATK. DEF. • At start of each player’s turn, roll 1d3
1 1 +1 +1 for number of actions. Actions may be
forfeited if desired.
• Units may only complete 1 action per turn.
PIKEMEN (max 2) • Any unit (except archers) may attack any
adjacent enemy unit.
MOVE COST ATK. DEF.
• Track the soldiers in each unit on paper.
2 3 +2 +2 Each unit begins with six soldiers.
• Each soldier in a unit grants +1 soldier
bonus to attacks/defense.
CALVARY (max 2) • In melee, both attacker and defender roll
MOVE COST ATK. DEF. Attack: 1d6 + soldier bonus + unit bonus
Defend: 1d6 + soldier bonus + unit bonus
4 3 +2 +1
• If attack beats defense, use the difference
(attack-defense) on the Impact Table, apply
the effect to defending unit.
CHAPLAIN (max 2)
• As units lose soldiers, they lose -1 to
MOVE COST ATK. DEF. unit total until none remain.
2 5 +1 +2 • If the unit has no more soldiers, remove
from board or tip over. A MINIATURE WARGAME WITH CHESS
HEALING POWER As an action, replenish 1d2
troops in an adjacent friendly unit. • Battles are won when a player no longer has
any units on the board.
• To retreat or disengage from a melee, roll
ARCHER (max 2) a 1d6. Get a 6, or you’re stuck in melee.
MOVE COST ATK. DEF.
1 5 +3 +1
What You’ll Need:
RANGED ATACK You may only attack along 6 CATASTROPHE! Unit loses 3d2 soldiers • chess set & board • six-sided dice (d6)
columns and rows, but at any distance -- (between 3 and 6)
i.e. a ‘‘rook’s move.’’ 5 DESTROYED! Unit loses 2d3 soldiers • paper & pencil • 3-sided dice (d3)
(between 2 and 6) • a good friend • two-sided dice (d2).
WARMAGE (max 1) 4 MASSIVE BLOW! Unit loses 1d6 soldiers
(between 1 and 6)
MOVE COST ATK. DEF.
3 HURT! Unit loses 1d3 soldiers (between
1 8 +0 +0 1 and 3)
2 FLESH WOUND! Unit loses 1d2 soldiers
SPELL CASTING See SPELL RULES how to use. (between 1 and 2) DAGMAIL! IS 100% FREE, FOREVER... RESUSE,
- Fireball: high impact 1 MINOR LOSS! Unit loses 1 soldier HACK, KITBACH, MODIFY AND SHARE UNTO THE
- Lightning bolt: standard impact High impact = roll 2x take higher Standard impact = roll 1x
ENDS OF THE EARTH. LIKED IT? HATED IT? LET ME
- Magic missile: low impact Low impact = roll 2x take lower. KNOW! HODAGRPG@GMAIL.COM
Terms: QUCIK RULES What’s a Three-Sided Die?
Klern! Metal ‘bonk’ noise. Used in
cartoons for frying pans a lot. • Roll 1d3 for # actions each turn It is possible to buy speciality 3-sided
• Roll 1d6 to attack, defender rolls dice. If you don’t have one, you can
Soldier An individual combatant forming use a standard cubic die (d6). Use a
a unit. Grants a +1 to the unit’s 1d6, both add soldier &unit bonuses
permanent marker on a white 6-sided die,
attack and defense rolls. • Look up difference (attack-defense) on and on sides 1&6 draw a ‘1’ in a box; on
Unit A troop of soldiers represented by Impact Table. More than 6 use 6. sides 2&5 draw a ‘2’ in a box; on sides
a piece on the board. Units start • Soldier bonus is number of soldiers in 3&4 draw a ‘3’ in a box. This will make
with 6 soldiers. Soldiers add +1 to a unit. All units start w/ 6 soldiers a die with equal chances of numbers 1-3.
unit’s total in attack and defense. You may need up to 2 of these dice.
• Units with zero soldiers are unusable.
Action A move, an attack, or a power Remove from board or knock down.
usage. • Footmen: Move 1/Attk. +1/Def. +1 What’s a Two-Sided Die?
Adjacent Any of the eight square stouching • Pikemen: Move 2/Attk. +2/Def. +2
an indicated square. This is the same as flipping a coin, with
• Calvary: Move 4/Attk. +2/Def. +1 HEADS=2, TAILS=1. If you prefer to roll
• Chaplain: Move 2/Attk. +1/Def. +2 dice, then use a standard cubic die (d6).
SETUP RULES • Archer: Move 1/Attk. +3/Def. +1 Use a permanent marker on a white 6-sides
die, and on all even sides (2,4,6) draw a
• Choose point budget for game --- • Warmage: Move 1/Attk. +0/Def. +0 ‘2’ inside a circle; on odd sides (1,3,5)
skirmish=10, battle=20, war=30, • Chaplains can heal as an action draw a ‘1’ inside a circle. If there
all-out-war uses all pieces. 1d2 soldiers in adjacent unit is room, you can use the same cube as
• Opposing sides roll 2d6 to determine a d6, a d3, and a d2, by putting the
• Archers can attack any distance, but
who starts. Reroll ties. appropriate numbers.
only on columns/rows (no melee)
• Players take turns buying and setting
units until point budget reached.
What if I don’t wanna draw on my dice?
• Units may be placed in any order along
back two rows, as in chess. You can still use a d6. For a d3, divide
the result of a d6 by 2 and round up
• Units may move in any direction, up to
(i.e. 1-2=‘1’, 3-4=‘2’,5-6=‘3’). For
their move rating.
a d2, divide the result of a d6 by 3 and
round up (i.e. 1-3=‘1’, 4-6=‘2’).
SPELL RULES 6 CATASTROPHE! Unit loses 3d2 soldiers
(between 3 and 6)
• Warmages can cast spells 5 DESTROYED! Unit loses 2d3 soldiers
• Spells are fired along columns or (between 2 and 6)
diagonals -- a ‘‘queen’s move’’ 4 MASSIVE BLOW! Unit loses 1d6 soldiers
(between 1 and 6)
• Spellpower starts at 6, reduces by 1
3 HURT! Unit loses 1d3 soldiers (between
each time a spell is attempted
1 and 3)
• To cast, roll 1d6, equal or under 2 FLESH WOUND! Unit loses 1d2 soldiers Enjoying Dagmail!?
spellpower (between 1 and 2) Consider donating to SICF.ORG/BOORROCHMAN
• A successfully cast spell always hits 1 MINOR LOSS! Unit loses 1 soldier
-- no defense roll By HODAGRPG. Contact: HODAGRPG@GMAIL.COM.
High impact = roll 2x take higher Standard impact = roll 1x Typeset in LATEX by fizzix66
• Roll for effect on Impact Table (1d6)
Low impact = roll 2x take lower. CC BY 4.0 vβ1

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