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James and Dads Wargame Rules for our home!

December 11, 2001

Highest roll on (1d6) die wins moves first. Each player starts game with a 100pt army. At the end of each turn, each player receives additional pts.*Not used in Fantasy Battles A unit is destroyed or killed when all of its Hit Points have been expired. Units may move individually or in groups. Turn Sequence 1. Issue Orders and begin Movements. 2. Attack if within range. 3. Purchase new units and/or Order Reserves if needed. Morale (1d6) Before a unit can attack it must roll for morale. A roll of 2 or higher is required to continue the attack. Wizards must role a 3 or higher for concentration. Ballista & Artillery must role a 4 or higher to zero in on target. Attack (1d10) 1-2 Miss 3-5 Wound or Hit 1pt 6-8 Severe Wound or Good Hit2pt 9 Deadly Wound or Critical Hit 3pts 10 Kill Defense Subtract the targets Defense Modifier from the Attack Roll.

IMPERIUM ROMANA
Infantry: (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers (Rocketry, Grenades, etc.): have an attack bonus of +1 vs. Vehicles, Tanks and Aircraft, and +2 vs. Infantry. Range: 8 inches Cost: 10pts. 3. Heavy Machine Gunners and Artillery: have an attack bonus of +3 vs. Infantry, +2 vs. Vehicles, Tanks, and Aircraft. HvyMG Range: 8 inches Cost: 20pts Artillery Range 18 inches Movement: 2 in. per turn. Cost: 30pts Vehicles (Jeeps, Bikes, Trucks, etc.): (7hp) Moves 7 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 1 If armed, has an attack bonus of +1 vs. Infantry Range: 5 in. Cost: 30pts. Tanks (12hp) Moves 5 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 3 Has an attack bonus of +2 vs. Vehicles and +3 vs. Infantry. Range: 8 in. Cost: 45pts. Aircraft (7hp) Moves 12 inches per turn, but must return to base to refuel and repair within 3 turns. Has a defense of 2 (flying targets harder to hit) Has an attack bonus of +2 vs. Vehicles, Infantry and Tanks Range: 10 in. Cost: 55pts. Helicopters: have an attack bonus of +3 vs. Infantry and +1 vs. Vehicles, Tanks. Range: 6 in. Cost: 45pts

Modern Warfare Rules

Infantry: (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers (Rocketry, Grenades, etc.): have an attack bonus of +1 vs. Vehicles, Tanks and Aircraft, and +2 vs. Infantry. Range: 8 inches Cost: 10pts. 3. Heavy Machine Gunners and Artillery: have an attack bonus of +3 vs. Infantry, +2 vs. Vehicles, Tanks, and Aircraft. HvyMG Range: 8 inches Cost: 20pts Artillery Range 18 inches Movement: 2 in. per turn. Cost: 30pts Vehicles (Jeeps, Bikes, Trucks, etc.): (7hp) Moves 7 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 1 If armed, has an attack bonus of +1 vs. Infantry Range: 5 in. Cost: 30pts. Tanks (12hp) Moves 5 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 3 Has an attack bonus of +2 vs. Vehicles and +3 vs. Infantry. Range: 8 in. Cost: 45pts. Aircraft (7hp) Moves 12 inches per turn, but must return to base to refuel and repair within 3 turns. Has a defense of 2 (flying targets harder to hit) Has an attack bonus of +2 vs. Vehicles, Infantry and Tanks Range: 10 in. Cost: 55pts. Helicopters: have an attack bonus of +3 vs. Infantry and +1 vs. Vehicles, Tanks. Range: 6 in. Cost: 45pts

The Wars of the British!

Infantry (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers: have an attack bonus of +1 vs. Cavalry, and +2 vs. Infantry. Range: 6 inches Cost: 10pts. 3. Heavy Machine Gunners: have an attack bonus of +3 vs. Infantry, +2 vs. Cavalry. Cost: 25pts 4. Artillery: have an attack bonus of +3 vs. All. Movement: 1 in per turn. Range: 18 inches Cost: 40pts Cavalry (5hp per trooper) Moves 6 inches per turn, has a Charge bonus of +4 inches, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +2 vs. Heavy Machine Gunners and Artillery. Can be healed by Medics or healed at Base for 1 turn of rest. Cost: 20pts

The Conquests of the Romans!

Infantry (2hp per soldier) Moves 3 per turn. Has a defense of 1 if armored or barricaded. *Shields count as armor. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Cost: 5pts 2. Archers & Spearmen: have an attack bonus of +1 vs. Cavalry, and +2 vs. Infantry. Range: 6 inches Cost: 10pts. *Some Soldiers will be equipped with Spears use same rules with this difference, once a Soldier throws his spear it is gone for the rest of the game. 3. Ballista etc.: have an attack bonus of +3 vs. All. Range: 18 inches *Surgeons can heal 1 soldier per turn, Ballista crews can repair ballista for 1 turn of rest. Moves 1 in per turn. Cost: 40pts Cavalry (5hp per trooper) Moves 6 inches per turn, has a Charge bonus of +4 inches, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +2 vs. Archers and Ballista. Can be healed by Surgeons or healed at Base for 1 turn of rest. Cost: 20 pts

Knights, Orcs and other Gunkys

Infantry (5hp per soldier) Movement: 3 per turn. Has a defense of 1 if armored or barricaded. *Shields count as armor. Can be healed by Wizards or healed at Base for 1hp per turn of rest. -Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Cost: 5pts -Archers & Spearmen: attack bonus of +1 if over 2 units attacking same target Range: 6 Cost: 10pts. *Some Soldiers will be equipped with Spears use same rules with this difference, once a Soldier throws his spear it is gone for the rest of the game. -Gunpowder Units: has an attack bonus of +1 vs. all. Range: 6 Cost: 30 Ballista/Siege Weapons(3hp) Movement: 1 per turn. Max/Min Range: 18/6. Cost: 35pts -Ballista etc.: have an attack bonus of +3 vs. all. Ballista crews can fully repair ballista for 1 turn of rest. Ballista require 2 soldiers/archers to operate them. Wizards (4hp) Movement: 3 per turn. Range: 10 Cost: 30pts -Wizards can cast 2 spells per turn. A Wizard can cast 2, 1st Level Spells per turn or 1, 2nd Level Spell per turn. Wizards cannot cast the same spell twice in one turn. *see Wizard Spells on next page. Wizards cannot be Heroes. Cavalry (6hp per trooper) Movement: 6 per turn, has a Charge bonus of +4, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +1 vs. Archers, Wizards and Ballista. *NA to Mounted Archers. Can be healed by Wizards or healed at Base for 1hp per turn of rest. Cost: 20 pts

Knights, Orcs and other Gunkys contd


Heroes (7hp) Movement: 4 per turn on foot, or 7 per turn if mounted. Cost: 30pts foot/40 pts for mounted *Mounted Heroes receive 4 charge bonus to movement. Heroes are brave and strong & therefore do not have to roll for morale. Heroes can pick one skill, which gives them an added bonus, Wizards cannot cast Strengthen Spells on Heroes. Can be healed by Wizards or healed at Base for 1hp per turn of rest. Hero Skills List Ruby Slash Weapons Skill (adds a +2 bonus to any weapon a Hero uses.) Numb (causes 1pt of damage and freezes target for 1 turn) Sprint (adds +2 to movement rate) Heal (regenerates 1 hp per turn) Magic Resist (Roll a d6 for a 3 or better to resist Wizard Spells) Melee Attack (allows the hero to attack twice in one turn) Wizard Spell List 1st Level Spells -Fireball (2hp damage) -Heal (individual or self 2hp) -Fire Wall (blocks advancing troops for 2 turns) -Strength (adds 2hp to individual or self, cannot cast on Heroes) -Winged Feet (doubles movement rate of individual or self, 1 turn) -Freeze (freezes individual unit for 1 turns) -Thaw (unfreezes a frozen unit) -Gump Feet (reduces a units movement to 1 for 1 turn) -Fright (a unit loses all morale and automatically retreats back 3 in.) -Magic Shield (absorbs 2pts of damage, can be cast on any single unit, once used effect is gone) -Bless (adds +1 to attack roll of unit) -Courage (adds +1 to morale role of a unit) -Lightening (1hp damage) -Icy Blast (attacks 3 targets for 1hp of damage each) -Earthquake (raises a targeted section of terrain) 2nd Level Spells -Greater Fireball (attacks all units in targeted group 2hp damage each) -Greater Heal (heals a group of units by 2 hp each) -Greater Strength (adds 2hp each to a group of units, will not affect a Hero in group) -Arctic Freeze (freezes a group of units for 1 turn)

Knights, Orcs and other Gunkys contd


Wizard Spell List for 2nd Level contd -Death Bolt (attacks all units in targeted group 1hp damage each) -Shepards Crook (wizard directs a units movement rate & direction instantly) -Wizards Wish (imagine what you want, attacks individual target for 1d4 of damage) -Death Guard (turns the dead body of a unit into an undead warrior)*instant movement/attack -Blade Song (adds 1pt of damage to a units attack roll, ex: roll of 3=1hp, now add 1pt to that.) -Terrify (same as Fright but affects a group) -Boggy Earth (ground mutates to hands to grab at a groups legs to prevent their movement. Reduces a groups movement rate to 1 per turn for 1 turn) -Resurrection (resurrect a dead unit) * resurrected units must wait 1 turn to move or attack. -Shield Wall (same as Magic Shield but affects a group) -Chariots of Fire (doubles movement rate of group for 1 turn) -Vampiric Drain (takes 1d4 hp from target and transfers to wizard) -Summon Monster (summons monster to guard or fight for wizard, wizards can only have 1 monster at a time, i.e., when 1 monster dies, wizard can summon another. See Monster section below.) Summoned Creatures/Monsters (wizard rolls d10+2 for hp) Movement: 3 Cost: Must be summoned by a wizard. Monsters have no fear of battle so they do not have to roll for morale. Monsters receive an attack bonus of +1 to attack roll vs. all. Monsters with a ranged attack have a range of 6 Wizards cannot cast spells on monsters. Monsters cannot cast magic spells. Magic Weapons & Armor *items are destroyed upon death of unit. Shield of Alkabeth: Adds +2hp to unit using it. Cost: 30 Breastplate of Bramas Bones: Adds +1hp to unit using it. Cost: 20 Boots of Mercury: Adds +2 to units movement rate. Cost: 25 Sword of Blood: Adds +2 to attack roll. Cost: 50 Scimitar of Drizzt: Adds +1 to attack roll. Cost: 35 Thors Hammer: Adds +2 to attack roll. Cost: 50 Pendragon Bow: Adds +2 to attack roll. Cost: 50 Black Maul: Adds +1 to attack roll. Cost: 35 Mace of Mordor: Adds +2 to attack roll. Cost: 50 Staff of Merlin: Adds +1 to morale roll for wizards. Cost: 30 Halbred of Hercules: Adds +2 to attack roll. Cost: 50 Robin Hoods Longbow: Adds +1 to attack roll. Cost 35 Helmet of Trajan: Adds +1 to morale roll. Cost 25. Warpstone Amulet: Adds +1 to morale roll for wizards. Cost: 30 Sword of Excalibur: doubles damage inflicted on a unit. Cost: 60 *Units with Magical Items must be designated prior to battle.

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