one page fantasy skirmish rules interpretation
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R ules Interpretation 2. Movement
All the player's figures may move through each other. This is called"friendly interpenetration". Allied and enemy figures must be moved
around.
Once a figure is in base-to-base contact with an opponent's figure: bothfigures are considered to be in Melee (step 5 of the turn sequence) and they
immediately forfeit any Movement they may have had left and may not perform Shooting attacks or cast Magic Spells. If one figure has multiple
attackers in base-to-base contact, the defender gets to decide which figure itis facing. If a figure has at least one attacker on each of its four sides - or inthe case of larger bases, at least 50% of each side of its base in contact with
enemy bases - it may not withdraw from Melee.
If a figure willingly withdraws from melee, all attacking figures get a freeattack against it. Figures that are Teleported out of melee or flee due to a
morale check do not count as withdrawn, so the attackers do not get a freeattack.
3. Magic
A Wizard may move up to half its Movement and still cast its spell(s),or make a Shooting attack. A Wizard may either perform a Melee attack,
or a Shooting attack or cast a spell during the same turn. Even though each
happens in a different part of the turn, a figure cannot do more than one ofthese in the same turn.
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~ O ptional Rules ~
Melee Modifiers
-1 to Melee to attack uphill (never below a "1"), but Shooting up hill asnormal
No modifier for Attacking down hill, but Shooting down hill is +1 (neverover a "5").
Death Worthy of a Song
If attacker hits in either Melee or Shooting with a "1" and defender fails hisarmor save with w "6", then the defender has been split asunder,
decapitated or otherwise killed in a truly horrifying manner. All figures ofthe defenders arm y within 3" must make a Morale check.
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Shieldwall At least 3 Infantry figures with shields may form a shieldwall. Move thefigures next to each other, shoulder to shoulder, and all facing the same
way. Declaring them a shield wall ends their movement for that turn. Allmembers of the shield wall get +2 to their Armour (up to a maximum of 5)
against any attacks from the front.
Figures in a shieldwall can only move at half their Movement, and onlystraight forward or straight back (no turning or wheeling), and never
through rough terrain or over any obstacles, though it may reverse itsfacing if it does not make any other movement. Members of a shield wall
may not perform any Shooting attacks or cast spells. Flyers may not form ashield wall.
Figures in the front rank of a shieldwall must attack the enemy figuredirectly in front of it. If it has a second or third attack it may target another
figure within range after the one in front of it was attacked.
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Infantry armed with spears in the second row of a shieldwall may attack theenemys front rank. They count as in melee, so archers cannot shoot at
them, but do not get attacked nor free hacked by the first rank of theenemeys shieldwall. Figures in the second row of a shield wall that are notattacking with spears may be shot at if the archers have line of sight. Anyshooting or melee attack tageting a shieldwall's rear does not get the +2
Armour bonus.
A shield wall is broken when there are less than 3 figures contiguous toeach other. If a figure was killed and removed from play from the front
rank, then a new figure - if available - may move in and fill the gap duringthat player's Movement. A player may voluntarily dissolve a shield wall atthe beginning of his Movement phase, with all figures behaving normallyafter, but cannot use those figures to form another shield wall in the sameturn. Keep in mind that a shield wall is a tempting target for Wizards, as
spells like Fireball or Paranoia could cause all sorts of mayhem.
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A lternate Shooting ValuesBased on Range
Idea: if a Shooting Skill of 3 at a maximum range of 18 costs 9 points,
then shouldnt a Shooting Skill of 3 at a maximum range of 1/3 of that cost1/3 as much?
This is another completely optional variation that hopefully will allow for better representation of how you think your little painted people on thetabletop should behave and permits a bit more flexibility in troop design
without thoroughly upsetting the balance.
ShootingValue
6 MaximumRange Cost
12 MaximumRange Cost
18 MaximumRange Cost
5 5 10 15 4 4 8 12 3 3 6 9 2 2 4 6 1 1 2 3
6 range for throwing weapons used by most human -sized warriors: javelins, darts, chakram, throwing knives or axes.
12 range for atlatl or light bows.
18 range is standard for all missile weapons in this game.
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theme, the lesser warriors will continue to fight as long as the toughest guyin the mob says so. When he runs away, they all run away. You will
naturally want to gather your troops around the figure with the highestMorale Value.
- Who's in the group? -
Answer: Measure from the figure with the highest Morale Value out to thatfigure's Morale value in inches. Any friendly figures within that range are
in his group.
Example: Ungar the Ungainly has a Morale Value of 4. Every friendlyfigure within 4" of him may be in his group and gets to use his Morale
Value.
You many have more that one group on the table at one time, and thegroups may overlap, but just keep track of which are grouped with what.
Individual figures use their own Morale Value if they are not a member ofa group. Flyers may only be grouped with other flyers. Groups may be
formed or dissolved at any time during the Movement phase.
- When do you roll for Morale? -
When any of things below happen, roll for Morale at the end ofthe current phase.
Overall leader of your side dies - every figure or group offigures in your army makes a Morale roll. The king is dead!
The day is lost! Flea!
Hero in a group of yours dies - only membersof that group make the Morale roll. Note: if the Hero was also
the overall leader, then use the rules above.
When you lose 1/2 of the number of figures you startedoff with on your side - every figure or group of figures in your
army makes a Morale roll.
Morale Roll Modifiers
Certain situations will help you troops when their bravery istested. These are called "modifiers" and are added to the
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figure's Morale value.
+1 for your overall leader still alive
+1 if you have one or more Heroes or Wi zards on your side.You get a +1 for either, not +2 for both.
+1 for being behind cover or part of a shieldwall. Like above, being in a shieldwall that happens to be behind cover
does not get you a +2.
Maximum modified Morale Value cannot exceed 5.
- The Morale Roll -
As both Shooting and Melee are simultaneous, all morale checks aredone at the end of the current phase, with the effects beinginstantaneous and completed before the next phase begins.
Roll a single six-sided die, with a roll of the Morale Value or less being asuccess and a roll higher than the Morale Value being a failure. A roll of"1" is an automatic success no matter what their actual Morale Value is,
while a roll of "6" is an automatic failure.
Success - Nothing happens. They knew the job was dangerous when theytook it. They behave as normal.
Failure - The individual figure or the entire group turns around and runsdirectly away from the enemy at its maximum move. Any figures that runoff the table are out of the fight. Figures fleeing from melee do not suffer a
free hack from its opponents.
- Rally -
At the beginning of the next turn - after Initiative is rolled but beforeMovement - a group of figures that failed their Morale roll but are still on
the table may try to rally by rolling the Morale Value or less of theindividual or highest one in the group. If they pass this roll, they may act as
normal starting immediately. They are back in the battle! If they fail theyare removed from the game. If a Leader or Hero is removed from play, then
a new Morale Check for the effected figures must be made immediately, but do not get to do a rally check until after Initiative next turn.
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