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Amazons Skirmish

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Nov 20th, 2019
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  1. Gear
  2. Light armor - 2 points
  3. Heavy armor - 4 points
  4. Shield - 1 point
  5. Spear - 1 point
  6. Pike - 2 points
  7. Throwing weapons - 2 points
  8. Short bow - 1 point, cannot wear shield
  9. Bow - 2 points, cannot wear shield
  10. Long bow - 4 points, cannot wear shield
  11. Crossbow - 3 points, cannot wear shield
  12. Horse - 4 points, +1 Hit
  13. Flail/morningstar - 2 points
  14. Second hand-weapon - 1 point
  15. Two-handed weapon - 1 point
  16.  
  17. After game
  18. If downed roll a die:
  19. 1, 2, or 3: killed in action.
  20. 4 or 5: battered but okay.
  21. 6: hardened, gain +1 hit.
  22. If not downed +1 xp.
  23. If it downed a foe +1xp.
  24. At 5 xp roll a die:
  25. 1 or 2: +1 Attack
  26. 3 or 4:+1 Ranged
  27. 5: +1 Reflex
  28. 6: +1 Hit
  29.  
  30. Rules of play
  31. 4'x4' or so table, at least 40% of the board should be terrain.
  32. Each players deploys their warband, first the leader is deployed within 6" of their boardedge, then taking turns placing models up to the agreed point limit within 10" of the boss.
  33. Now each player chooses a model, rolls 2d6, adds the reflex, and highest gets to activate his models first that round. In case of ties the person who didn't have initiative last turn gets it for that turn.
  34. So a player has the initiative, he will shoot, then his opponent, then he moves, then his opponent, then the melees are resolved.
  35. Infantry can move 6", 3" in rough going.
  36. To charge into melee just move into base to base contact, roll a number of dice equal to the model's attacks, and if any are equal to or more the target's armor it has suffered a hit. If it takes a number of hits equal to its Hit stat, a model is downed and removed from play.
  37. Divide the combats into as many 1 to 1 melees as possible, both sides fight in the melee at the same time.
  38. Ranged attacks hit on a 5 or 6 (6 if the target is behind cover), rolls as many dice as the Ranged stat to see if it hits. Should it hit roll one die(unless specified otherwise) and if the result is equal or more the target's armor then it suffers a hit.
  39. Shooting and moving take part in the same phase, normally a model can move then shoot or shoot then move unless allowed more freedom or prohibited from doing so.
  40. Support - a model which is engaged in a combat with one or more ally in base to base gets +1 to the attack roll.
  41. Phases of play are:
  42. Initiative
  43. Maneuver
  44. Melee
  45.  
  46. Stats
  47. Attack- number of dice thrown in an attack
  48. Ranged - number of dice thrown for a ranged attack
  49. Armor - score to be met or surpassed to damage the model
  50. Reflex - who can seize initiative
  51. Hits - damage the model can take
  52. Hand weapon - no bonuses or penalties, everyone has one.
  53. Two hand-weapons - re-roll failed hits in melee.
  54. Two-handed weapon- +1 to attack rolls, if unsupported -1 to model's armor.
  55. Shield - save damage on a roll of a 6.
  56. Hand-weapon & shield - add +1 to the model's save roll.
  57. Pike - can support from behind, +1 to Attack rolls vs horses.
  58. Spear - can support from behind.
  59. Flail/morningstar - enemy cannot be supported if you charged.
  60. Short bow - 12" range.
  61. Bow - 18" range.
  62. Long bow/composite bow - 24" range, target's armor is at -1.
  63. Crossbow - 16" range, move or shoot, target's armor is at -1.
  64. Blowpipe - 12" range, if it hits rolls two dice for damage instead of one.
  65. Javelin/sling/sundry thrown weapons- 8" range, can move then fire then finish move.
  66. Horse - movement is 10", cannot move through rough ground, counts as being supported in melee if the model charges.
  67. Lance - if mounted on a horse +1 to Attack rolls.
  68. Light armor - +1 to Armor.
  69. Heavy armor- +2 to Armor, -1" in rough going.
  70. Band strength - if a warband loses enough members then everyone routs and the game ends, usually with the defeat of the broken.
  71. Add +1 for each warrior, +2 for each elite, and +4 for the boss. Once you have your total divide it by 2, that is your band strength. Every time a model is removed make note of it, with the boss counting as 6. Should your casualties be greater than your band strength at the end of your turn your warriors lose heart and rout ending the game immediately.
  72.  
  73. Mission type
  74. 1 - secure the outpost
  75. >place a building in the middle of the table, by the end of the game the player with more models in it wins.
  76. 2 - materaid
  77. >place a force of 2d6 men in the center of the board, these are farmers and civilians that wi ensure your tribe's future. When you come into contact with one it is knocked unconscious, mark how many each side knocks out. The one with the most has won.
  78. 3 - death or glory
  79. >place a monster on the middle of the board with the stats Attack 8 Ranged 4 Armor 6 Hits 6. The side to kill it wins.
  80. 4 - invasion
  81. >an enemy army of the number of models equal to both players combined warbands moves in from the flanks of the table. Whoever can down the most wins.
  82. The enemies have the following statline
  83. Attack 1 Ranged 2 Armor 2 Hits 1
  84. Gun 18", enemy armor is never higher than 3 for this weapon's damage rolls.
  85. 5 - pitched battle
  86. >time to settle grudges, the first side to break their opponent wins
  87. 6 - ambush
  88. >each player rolls a die, the lowest has been ambushed. Set up the warband in the middle of the table while their enemy can deploy anywhere as long as it's 9" or more away. The ambusher seeks to down the boss while the ambushed player seeks to move their boss off the boardedge to their right.
  89. For this mission ignore band strength.
  90. Amazon statlines.
  91. Boss - free (max 1)
  92. Attack - 4
  93. Ranged - 4
  94. Armor - 3
  95. Reflex - 4
  96. Hits - 4
  97. Hand-weapon.
  98.  
  99. Elite - 8 points (max 1 per 2 warriors)
  100. Attack - 2
  101. Ranged - 2
  102. Armor - 3
  103. Reflex - 3
  104. Hits - 2
  105. Hand-weapon.
  106.  
  107. Warrior - 4 points
  108. Attack - 1
  109. Ranged - 1
  110. Armor - 3
  111. Reflex - 2
  112. Hits - 1
  113. Hand-weapon.
  114.  
  115. Jungle amazons - cannot wear armor, treat rough going as even going. Can swim at full speed. Cannot mount horses.
  116. Hellenistic amazons - no longbows allowed, if in base contact with another 2 amazons add +2 to the save roll. Must take light or heavy armor. Cannot mount horses.
  117. Turkic amazons - can mount horses. Cannot wear heavy armor. Add +4" to shortbow, bow, and longbow ranges for them. Only elites and boss can wear light armor.
  118. Barbarian amazons - +2 to Attack stat, cannot wear armor, only throwing weapons and shortbows allowed as ranged weapons, ranged attack rolls are at -1.
  119. Joketsuzoku - add +1 to the Attack and Ranged stats of the models, cannot wear armor, add +2 to the Boss' Reflex.
  120. Oni/Ainu - must wear heavy armor or no armor, moves at 4" in rough going, when shot at in terrain enemy is at -1 Ranged to a minimum of 1.
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