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I Am Creative

I'm bored, so here's a "skirmish" game!

The basics - The game uses 6 sided dice (or D6), and consists of small units fighting under the leadership of a hero/commander. Heroes/commanders are single models, and units can have up to 10 models in them.

Modifiers - When a dice roll is modified by a negative, the number needed increases by that amount (so a 3+ with a -2 modifier becomes a 5+); if the modifier is positive, the number needed goes down to a minimum of 2+.

Characteristics - Every unit has the following characteristics, which are given as numbers to roll over: Move, Fight, Ranged, Armour, Hit Points, Courage.

Turns - Players roll off to determine who goes first at the start of each turn, with the player with the highest roll going first. After this, each turn is divided into the following steps: Action Step, Fight Step, Courage Step

Action Step - Here, the player who goes first can move, run, charge or shoot with any of their units. A unit can move up to their Move value in inches in any direction. Moving through terrain features halves how far they can move (rounding up). Running and charging both work by adding D6 inches to their Move value; charging units must also end their move in base contact with the unit they wish to charge.

Fight Step - In this step, players alternate activating units to fight in combat. Each player chooses one combat to activate, then both sides fight before the other player chooses the next one. The unit with the highest Move value goes first; otherwise both sides attack simultaneously. Casualties taken by a unit before they can attack can't fight back unless both sides are fighting simultaneously.

Attacking - Shooting and combat both follow the same steps when attacking. First, determine what models are in range with their weapons; these models are the only ones who get to attack. Next, for each Attack point each weapon has, roll 1D6, needing to get over the unit's Fight or Shooting value. For each successful roll, the other player rolls 1D6 and must roll over their Armour value. For each failed roll, one model takes damage equal to the weapon's Damage value, and lose that many Hit Points. Once their Hit Points reach 0, they are killed and removed from the table.

Courage Step - At the end of each turn, players alternate in rolling over the Courage value of each unit which took casualties. In the case of combat, only the side which loses the most models must roll. Players roll over their unit's Courage value, suffering -1 for each casualty taken. The difference between the dice roll and the number needed is how far back in inches those units retreat.

 
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