Advertisement
andrewmccory

A Risk to Take

Jul 23rd, 2012
404
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.65 KB | None | 0 0
  1. A Risk to Take
  2. -Campaign and tabletop game with Risk figures
  3.  
  4. 0. Introduction
  5. This game was created to provide a fast to play, easy way of tabletop wargaming. Combined with a campaign ruleset, this is optional if one's looking for a cheap way of fighting campaigns.
  6.  
  7. 1. Campaign rules
  8.  
  9. Players are free to set any goals, terrain and population, nations etc.
  10. It is highly advised to set a map on a hex grid base, the movements on the map rely on this (although any other sort, such as square grid is acceptable).
  11.  
  12. Turns on the map:
  13. TURN 1
  14. Players decide initiative by throwing dice. If two player's roll is equal, they re-roll.
  15. Player with initiative places his armies in the 10 hex vicinity of his capital unless the conventional campaign rules set by the players indicate otherwise.
  16. Followed by the remaining players in rank order of their dices, everyone places their armies. 3 armies per side is the basic rule but this, obviously, can be changed.
  17. One army's construction and the number of units included is conventional and up to the players' taste.
  18. Movement is 5 hexes per army + roll 1d6: 1-2 means the army can move 4 hexes only, 5-6 means the unit can move 6 hexes.
  19. After every player made their intended moves, battles happen on the tabletop.
  20. TURN 2
  21. In each SECOND turn after turn 1 on the map (e. g. turn 2, 4, 6, etc.), players roll for reinforcements which are placed nearby the capital / base camp.
  22. Rolling 1d4: 1-2 = 1 army; 3-4 = 2 armies.
  23. Rolling 1d6: odds (1,3,5)=1 army; evens (2,4,6)=2 armies.
  24.  
  25. Plus in each second turn, initiate a sequence of rolls to determine if the armies have enough supplies for the next turns.
  26. Rolling 1d6:
  27. 5-6 provisions are enough for the next two turns;
  28. 3-4 a detachment must be sent back for a supply train to the capital or by chance the nearest town; this launches the train in current turn - the train moves 7 hexes and is consumed when reaches the army. If the train arrives for the second following turn, that army doesn't need to roll; however, if it doesn't arrive, take -2 of the roll.
  29. 1-2 the army is starving and sacks the nearest town/village plus loses initiative in the next battle. Sacked towns/villages can become hostile.
  30. If an army commander (player) doesn't let the army loot and the train doesn't arrive for the second next turn, the army becomes hostile, and rolls 1d6: 1-2 = the army starts a rebellion and either kills its commanders or goes free looting.
  31.  
  32. 2. Tabletop rules
  33.  
  34. a) Basing
  35. Each unit is based on a 6x2cm base by default.
  36. Cavalry units: 4 figures per base;
  37. Artillery: 3 guns per base;
  38. Line infantry: 8 figures per base;
  39. Light infantry: 4/5 figures per base.
  40. Command figures are based on single bases of lesser size, coins for example
  41.  
  42. b) Movement and ranges
  43. Movement
  44. I personally use coffe sticks or toothpicks to measure movement. In this system:
  45. 1 infantry movement = approx. 6cm or one toothpick
  46. Light infantry = approx. 1cm longer than regular infantry
  47. 1 artillery movement = a little shorter than one infantry movement, ~5 cm
  48. 1 cavalry movement = 2 infantry movements
  49. Units are basically free to perform any sort of movement in range including turning, changing facing without penalties. For turning 180°however we used to roll 1d6 and this movement is only allowed when rolling 6.
  50.  
  51. Movement order: players roll initiative: highest wins and moves first. There is no universal rule on the sequence of unit types in movement.
  52.  
  53. Shooting
  54. Infantry and cavalry can shoot from a distance of one infantry movement (1 stick).
  55. Artillery's range is 3 infantry movements or sticks.
  56.  
  57. c) Combat
  58.  
  59. Universal rules
  60.  
  61. Combat happens when every movement is set. There is no more movement, especially not turning, unless in a very close range and units are able to charge.
  62. Special ranges for combat:
  63. Volley range: 1 infantry movement range.
  64. Melee range: 1cm or closer (bases touching)
  65. Routing movement: 1 infantry movement backwards.
  66.  
  67. Maximum degree of fire (or melee) is 30° both on left and right.
  68. Saving roll is rolled by each unit which has been shot at or was being charged in melee.
  69. Units behind a fortification add +1 to their saving roll and cannot rout; however, if failing saving regardless their bonuses three times, they are removed from the table and count as being destroyed.
  70.  
  71. Special units: cuirassiers, dragoons, light infantry
  72. Cuirassiers have limited range of fire (half an infantry movement), but both in melees and when fired upon they add +1 to their saving roll.
  73. Dragoons can mount and dismount regarding their battlefield situation: when a dragoon unit dismounts, their horses are left behind and they act as light infantry. They must return to the horses to mount again.
  74. Light infantry can move further than regular units, and adds +1 to their firing and reduces saving by -1.
  75.  
  76. I. Artillery fire
  77. Artillery shoots at desired targets. Targeted unit rolls a 'save' on 1d6, if rolls 1 it routs.
  78. Bonuses:
  79. -when an enemy unit is in a one infantry movent (or volley) range, artillery can fire canister and the attacked enemy unit routs when rolling 1-2 for a save.
  80. -artillery doesn't rout, however if it fails saving twice it is destroyed.
  81. Penalties:
  82. -if an allied unit is in melee range (1cm or closer) of an enemy unit and in the way of artillery fire, fire is impossible.
  83. -if the allied unit is not in the immediate way of gunfire but is in melee range of the attacked enemy unit, the allied unit rolls a save as well.
  84. -if an enemy unit is in melee range of the battery, artillery cannot shoot.
  85.  
  86. II. Volleys
  87. Volleys happen simultaneously on both sides. Units facing each other roll saves per each side and can rout on both sides when the roll is 1.
  88. Commanders can save one unit per turn in their vicinity from routing.
  89.  
  90. III. Melee
  91. Melee happens when units are in melee range after movement. If the distance is short enough, units can get closer to each other in order to execute melees.
  92. The clash is, again, simultaneous: each unit being attacked rolls 1d6 for saving, if rolls 1-2 it routs. Commanders can again save one unit per turn close to them from routing.
  93.  
  94. IV. Destruction of units
  95. At the end of each turn, players roll a save again on their previously routed units. If a unit rolls a 1 again, it is destroyed.
  96. Fatigue: if a unit is routed 3 times (even if a commander prevents it), the next saving triggered by an enemy attack can destroy it (if rolls 1 after a volley or 2 in melee). Commanders can prevent a unit once in their vicinity (if the unit fails saving in the next turn, commanders cannot prevent it from destruction).
  97.  
  98. This rule was completed on 23/09/2012 by Andrew J. McCory.
  99. Comments and advices are more than welcome, please leave a comment at: http://randomncreative.blogspot.com
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement