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SkirmishAn attempt at 40K homebrew skirmish rules. Bibliography : Project TatterdemalionVarious resources for the skirmish game project ... codenamed "Tatterdemalion." Primary sources
Skirmish Game : The Suits and Game PiecesPiecesThe Tarot deck represents strategy and forethought, as well as the careful arrangements of divination and magic. The dice represent a model's innate skill and the vagaries of fortune. The bids represent effort, which must be husbanded until the proper time. SuitsEach model has certain innate faculties with each of the four Suits. The suit of Swords stands for physical combat and skill at arms. It may be used to defend in melee, or in challenges where raw strength and toughness are required.
Skirmish Game: Melee Special AbilitiesThese represents skills or special abilities for a model. These should not be house-wide or an effect of equipment. These need to be general traits / keywords, so they can be used by as many models as possible without confusion. Some abilities will have a limit. For example, Feint and Parry will likely have a Swords icon next to them, indicating that they can only be used in melee combat. A conjurer, on the other hand, could have Feint with the Wands icon.
Skirmish Game Fluff Quotes and NotesA collection of suitably ominous quotes for use in the skirmish game rules. Fate or Fortune"All things which we do and bear
Atmospheric mechanics for a low-tech skirmish gameAnother day, another possibility for skirmish rules. I'm trying to use a Tarot deck for strategy (player play tricks, like the French Tarot game), dice to represent innate or random tests (which can be compared vs the cards), and poker chips to evaluate action points, risk, activations, &c. I want to eliminate rulers too, so a Tarot card will be used for measuring movement and range. Players will share a common Tarot deck, chips, and dice. No worries about differences in the size of cards that way. Example:
Skirmish Rules : Core mechanicsThe Basics One roll-off, either opposed or unopposed. Most rolls will be opposed. No mechanic for multiple rolls (like to-hit, to-wound, save). A success is 5+. The active or attacking player must score more successes than the defending player. Dice range from d6 to d12. An advantage -- such as higher skill, more effective equipment, cover -- will raise the die (d6 to d8) or add more dice. A disadvantage will lower dice.
Sci-fi Skirmish Rules ... Attempt #17 ... Design PrinciplesTime for another attempt at skirmish rules! Just looking for a good, fun game. No need to worry about commonality of miniatures or rules, as I'm no longer interested in catering to the pick-up gaming crowd. Good ideas from games I've played or read. I'll try to include similar ideas if they're playable.
Assembling Small Scale 40K rulesI'm trying to assemble the rules for small-scale combat in Warhammer 40K. Focus is on interior / close quarters combat, including shipboard actions, building interiors, and cityfights. Rules come from IA4: The Anphelion Project (A), IA9 and IA10: The Badab War (B), or Cities of Death (C). Anything else is a playtest or house rule. Game parameters:
Close-Quarters Shooting (A)
40K Skirmish Scenario: Stormraven DownInitial SetupSet up a 3' x 3' board of mostly city terrain. Place a flyer (Stormraven or Valkyrie, &c) on the table in one corner. The downed vehicle counts as impassable terrain for all models, but any model within 1" of the vehicle counts as being in hard cover. The defending player places a casualty marker (representing the pilot) in a building or ruin within 6" of the vehicle, along with two models representing elite snipers.
40K Skirmish Scenario: Defend the AncientDefend the Ancient / Battle of the AncientsThe defending player sets up first. His force consists of:
The walker or MC is the only "big man" in this force, but may not be given any character upgrades. The opposing player uses a normal force org -- or, in a "Battle of the Ancients," the the same force org as above.
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