Вы находитесь на странице: 1из 2

SKIRMISH!, Rules for large skirmishes.

CONTENTS
A) Inrtoduction.
B) The basic rules for infantry combat.
C) Rules for horses.
D) Characters for fantasy sirmishes.
E) !Close the "ates#$% a scenario for S&IR'IS(#.
INTROD)CTION
These are rules for lar"e sirmishes *+ith ,- or .- mm fi"ures) in the /re0"un/o+der era. They can be used for
historical and fantasy simishes alie. The ideal number of fi"ures to use is 10.- a side. 2e /layed se3eral
sirmishes +ith near to 45 fi"ures on the table but these too . e3enin"s to finish. E3en +ith less fi"ures you
+ill notice that the "ame does not really /lay fast. It is /ossible to /lay +ith only ,5 to .5 fi"ures a side but then
you must ommit the command rules% e3ery character +ill be a "rou/.
The best as/ects of this system are that6
there are commandrules but they are 3ery sim/le and there is no need for a um/ire%
the "ame se7uence and mo3ement are random and fun%
the rules are sim/le but not sim/listic%
you can determine for each fi"ure ho+ they fi"ht *you dont 8ust roll a dice in close combat% characters ha3e
a number of combat/oits +hich you must di3ide in secret o3er 9 rounds of combat +ich "i3es a lot of
/ossible strate"ies).
Ran"es are in inches.
Each fi"ure is a character +ich are either a follo+er% an indi3idual or a leader. They all ha3e a number of
combat/oints *normally 10 4)% +ounds *normally 9)% +ea/ons and armour. Some characters ha3e e:tra traits such
as6 slo+% "ood shooter% stron"% ;
The "ame is di3ided in turns. At the start of each turn the characters are "rou/ed *follo+er characters +ill al+ays
try to buch u/ +ith a leader% indi3udals are more free). One actioncard is assi"ned to each "rou/. Those cards
form the actiondec.
Then one card is randomly dra+n from this dec and the "rou/ it re/resents may /erform actions. The number af
actions of the characters in a "rou/ de/ens on the 7uality of their leader and a dieroll. Each action allo+es the
character to mo3e *,d< inch)% shoot% reload% 8um/% etc. Once all the characters in the "rou/ e:/ended their
actions a ne+ card is dra+n and a ne+ "rou/ is acti3ated.
2hen all cards are dra+n close combat is resol3ed. This is done by di3idin" the modified combat/oints o3er
three rounds *assault% close and "ra//le) by /uttin" *in secret from your o//onent) , die for each round. Then the
results are further modified *de/endin" on +ea/ons) and com/ared /er round. If your result is hi"her then that of
your o//onent you hit him and roll on the hit table *a"ain modified for the ind of +ea/on% ;). 2ounds are
a//lyed and moralechecs made.
The rules for horses are a made so they "i3e horsemen an ad3anta"e in battle but lots of /roblems to maneu3er
*es/ecially at hi"h s/eeds).
The fantasy /art is under construction. 2e ha3e no "ood system for ma"ic yet. =antasy characters are
re/resented by alterin" stats of humans and s/ecial traits *Rat0>eo/le are fast% D+arfs slo+ and stron"% Trolls are
stu/id% ;.).
So% I ho/e you ha3e fun +ith these rules# Remember tou"h that sirmishers are only fun if they ha3e a "ood
scenario. ?ust /uttin" @5 fi"ures on the table and hain" a+ay +il be boorin" 3ery soon I ha3e included t+o
ideas for scenarios. They use the same forces and can be /layed as a mini0cam/ai"n.
I you ha3e any remars or ideas% let us no+.

Вам также может понравиться