Simplified Miniatures Game System
By Jeff Preston
June 30, 2007
WHAT YOU NEED:
Six-sided dice, a ruler or tape measure.
Miniatures of any kind (even action figures!).
ORDER OF PLAY:
Pre-Game
Setup
Initiative
Movement
Attack
Shooting
Hand to Hand
PRE-GAME:
Pick your miniatures out!
Composition of Forces:
You can have the following in your forces:
1 Boss
2 Veterans
Any number of Chumps (as long as both sides are even)
All you need to do is figure out who is who. Write it down or just remember it. Be sure you tell your opponent as well! It really doesn’t matter who you pick as a Boss, or as Veterans (or Chumps for that matter). Usually the Boss will be the Biggest and Baddest guy you’ve got, and Veterans are simply cooler than Chumps.
SETUP:
Roll a die for each side (Good Guys/ Bad Guys)
Low Roll gets to set out his First Guy on the board.
High Roll THEN sets out his First Guy on the board.
Alternate turns setting out guys until all your guys are set out.
Once your guys are set out, you can’t move them.
Place your Minis out in the board in THIS ORDER: Chumps, Veterans, Bosses.
INITIATIVE:
Roll a die for each side (Good Guys/ Bad Guys).
High roll gets to act first. Move all the winning side’s minis. Resolve attacks (and defense), then change sides. Alternate sides until the last guy is standing!
MOVEMENT:
All miniatures can move six inches unless mounted (on a horse or something) in which case they can move twelve. The miniature can move any distance you want up to the maximum in any direction.
ATTACK: (SHOOTING)
Miniatures with ranged weapons (bows, thrown weapons, etc.) can shoot at 18 inches:
For the sake of simplicity we’re making the maximum range for everything 18 inches.
To hit with a ranged weapon from 1 to 9 inches, roll 4+ on a die.
To hit with a ranged weapon from 10 to 18 inches, roll 5+ on a die.
*NOTE:
Good guys never shoot in to HtH combat; you might hit your own guys!
Bad guys don’t care and CAN shoot in to HtH…For ANY hits, roll a die…1,2,3 you hit your OWN guy, 4,5,6 you hit your opponent!
*NOTE:
Cover! Guys being shot at, who are hiding behind cover are harder to hit! When shooting at guys in cover (at least half covered by something that is considered “cover”) you need a better roll to hit.
IN COVER!
Under half range you need a 5+.
Over half range you need a 6 to hit!
ATTACK: (HAND TO HAND)
All miniatures are assumed to have the ability to fight hand to hand.
In order to fight hand to hand (HtH), the minis must be in base to base contact.
Successful hits cause one wound.
Roll 4+ to hit for the attacker.
Roll 4+ to hit for the defender.
*NOTE:
Guys in HtH all go simultaneously. Even if guys are knocked out, they still get a chance to defend themselves. For every HtH combat, both the Attacker and Defender get to roll to see if they hit.
This does not apply in shooting! Guys shot in the shooting phase are simply knocked out at that time.
RESOLUTION:
All miniatures have a number of Wounds they can take before keeling over:
Chumps: 1 wound.
Veterans: 2 wounds.
Bosses: 3 wounds.
Once a guy is out of available wounds, he’s no longer capable of fighting and is removed from play. Go ahead and take him off the board.
EXAMPLE:
This is how it works in play:
TURN ONE
Side A and Side B roll a die, Side A rolls higher so Side A goes first.
Side A moves all his guys.
Side A has some guys shoot at Side B. (Side A picks who is being shot at, rolls dice and sees if they actually hit or not)
Side A scored 3 hits (also 3 wounds) and Side B removes the dead guys (or marks wounds on veterans or bosses with a die).
Since nobody is in Hand to Hand yet, Side A is done.
Side B moves all his guys.
Side B does his shooting.
Assess damage.
Nobody is in HtH yet, so Side B is done.
TURN TWO
Side A moves some guys in to HtH range (base to base).
Side A handles Shooting.
Assess damage.
Side A handles HtH attacks.
Side B handles HtH defense.
Assess damage.
*NOTE: Good guys never shoot in to HtH combat; you might hit your own guys!
Bad guys don’t care and CAN shoot in to HtH…For ANY hits, roll a die…1,2,3 you hit your OWN guy, 4,5,6 you hit your opponent!
Side A is done.
Side B moves guys in to HtH.
(The rest is self explanatory)
Keep alternating sides until one side whoops the other.
SYSTEM NOTES:
This game system is far from complete.
Things will come up that aren’t covered or that may not be easily interpreted.
When in doubt, create your own rule. When you disagree on the rules, have a Roll off, the winner’s rule sticks!
The Golden Rule!
A game is designed to be FUN…for both sides. Be a good sport and have a good time!
Have Fun!
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