Rencounter
Being a Set of Rules for Ambuscades, Skirmishes, Rencounters, Affrays and
Divers Small Actions Conducted with Model Soldiers
by Edward Allen
Version 0.987, last modified 7/7/98
Copyright 1997, Edward A. Allen
Permission granted to download this file and/or print it, to make copies
for personal use or for people you game with. Permission is withheld for
distribution of copies in which the text content has been changed. The
sale of Rencounter is prohibited without prior written consent of the author.
Notes to Rencounter regulars
Changes since version .97
-
rewrite of the morale section, hopefully clearer and with less redundancy,
as well as dealing with a couple of special cases that have turned up in
recent games.
-
aggressive melee modifier rule to deal with problem of bloodless combat
between experts.
-
change to outnumbering rule in melee - it matters more now, order no longer
matters, and figures from other units can affect the outnumbering.
-
new campaign rules regarding skill improvements and wound effects after
battles
-
finally got the rule in for shooting into melees or past friends
-
some minor typos fixed
-
Changes in version .98 - first hack at automatic weapons and grenades
for 20th century games, fixed some typos and a bit of awkward grammar clarified.
-
.981 - link to Basaranca scenario
-
.982 - Piftol's Revoult link, top armor grade clarified to 4, had been
3 or 4 in various places in the rules. 7/14/97
-
.983 - Fixed a dangling bit of sentence in the -4 mod for fast moving snap
fire, added weak bow as a weapon to cover hunting bows used by some indigenous
tribes that were noticeably outperformed by revolvers in more than rate
of fire.
-
.984 Homeward Bound scenario link, new optional hero rule, roughed in smoothbore
artillery rule
-
.985 Some typos & grammar fixed, some rules options added regarding
melee weapon breakage and sticking, and serious wound knockdown, and rules
for wounded horses and cavalry tramples and combat expanded.
-
.986 Clarification of the melee stroke wording
-
.987 Clarifying section added under movement on handling melee break off.
* Bullets indicate sections that are incomplete, but planned.
Scale: One model is one man. One inch is four scale yards. One turn
is approximately 5 seconds.
Rencounter is intended to provide a playable game for skirmish actions
using up to about ten units on a side, with four to ten figures in each
unit. It should give you games where derring do and turns of fate loom
large, where the confusion, mischance, and surprise of such actions are
represented in an entertaining fashion.
The word Rencounter with which the game is named comes from the French
word rencontre and is an obsolete form of the English word encounter, with
the specific meaning of a duel or skirmish.
Scenarios for Rencounter
-
By Will Scarvie, (will@tallis.saic.com)
-
American War of Independence - The Pen is Mightier
than the Sword
-
The Zulu War of 1879 - The
Death of Louis, Crown Prince of France
-
Peninsular War or generic horse and musket - Homeward
Bound
-
By the Cannister & Grape Wargames Group
-
Piftol's Revoult, an English Civil War scenario
-
By me, as yet unfinished
-
The Bandits of
Basaranca. I ran it at the Memorial Day con in Modesto run by HMGS
West (provisional). I still need to get the stats and some other details
down in HTML.
-
By John Foley, on his site
-
Two Minutes to Noon!,
an ACW scenario with a train
The Figure
Experience
Each miniature figure should be rated for experience using one of the following
ratings:
| 6* |
Master (alternately Hero) |
| 5 |
Veteran |
| 4 |
Average (alternately Regular) |
| 3 |
Green (alternately Novice) |
| 2 |
Raw Troops, Courageous Noncombatants |
| 1 |
Scum (Scum of the Earth, alternately Rabble) or Petrified
Noncombatants |
The rating determines what initiative score the figure must roll on
a D6 to activate, and determines a skill modifier for various activities.
The roll required is equal to or less than the number. Masters can be handled
in one of two ways. Either they always succeed unless affected by wounds
or morale modifiers, or they fail if they roll a 6 and then a 4-6 on a
second confirming die. If you use any, choose the version that best fits
your conception of how infallible they should be, as a house rule before
the game.
Most games will use the ratings of Veteran, Average, and Green for all
or the majority of the figures involved. Raw and Scum ratings were added
to represent non-combatants that might be more the object of the victory
conditions than actors, or large mobs of undisciplined rioters with no
training, little skill, and mixed inclination towards violence. Masters
were added to represent rare highly skilled individuals in the course of
a Samurai game using part of these rules. Only very seldom should more
than one master or hero be on a side, and even having one is an occasion.
Conan, Musashi, Sgt Rock, movie heroes, and high level RPG player characters
are examples of masters. If one is present, he will probably be a leader.
Fire Skill
Fire skill in Rencounter is a base chance to hit in an attack using a missile
weapon thrown or fired with a gun or bow. If you want a fancier roleplaying
style of differentiation, figures could have different skill levels with
different weapons. Otherwise, simply use the unfamiliar weapon penalty
whenever the weapon used is one of a type that the figure did not start
the game with. The basis of the fire combat system is to roll less than
the figure's modified fire skill to score a hit. Fire skills might typically
range from 4-10, with the occasional 2 or 12 for incredibly bad or good
shots.
Melee Skill
Melee skill in Rencounter is a base chance to hit in an attack using a
melee weapon such as a fist, knife, sword, or spear. If you want a fancier
roleplaying style of differentiation, figures could have different skill
levels with different weapons. Otherwise, simply use the unfamiliar weapon
penalty whenever the weapon used is one of a type that the figure did not
start the game with. The basis of the melee combat system is to roll less
than the figure's modified fire skill to score a hit, or as the defender,
to successfully parry. Melee skills also would typically range from 4-10.
Weapons
Most figures will simply be equipped with the weapons depicted on the figure.
For leaders or other special figures it may be appropriate to have them
armed with something extra like a pistol or knife that is concealed. Such
additional weapons should be noted in a side record, as should ammunition
limits if these differ from the normal basic load for the weapon. If the
weapon in hand differs from the one depicted, it should be noted on paper
and declared when visible to the enemy. Weapons that require loading or
preparation like crossbows and guns should have their load state indicated
at the beginning of the scenario. Unless there is a surprise rule in effect
for the scenario, they will probably be loaded and ready.
Armor
The figure's armor should be obvious from the figure itself. The ratings
are
| Armor Rating |
Description |
| 0 |
No armor |
naked or just wearing ordinary clothing. |
| 1 |
Light Armor |
a leather jack, buff coat, or similar, often with a helmet. |
| 2 |
Half armor |
helmet and a back and breast plate, maybe with tasses, a
short mail shirt, or similar armor that leaves arms and legs only lightly
protected. |
| 3 |
Nearly Full armor |
lobster armor with boots, full mail, other nearly full body
protection by metal armor, usually with a helmet that provides a lot of
facial protection. |
| 4 |
Full armor |
Maximillian plate, fantasy full plate, other very heavy
head to toe protection that you want to distinguish from armor in class
3. |
I am using these ratings directly as modifiers, which probably underestimates
the effects of armor a bit. You might consider having more armor grades
so the top numbers are higher, or perhaps doubling the modifers to have
armor be strong in effect.
Riding
The Experience level of the figure +2 will serve as a horsemanship level
for most trained cavalry figures, if needed to determine loss of control
or falls after wounds. If desired for a particular scenario, players could
establish that some mounted figures have a horsemanship rating not correlated
with their general experience level, to indicate veteran infantry moving
as mounted infantry when ambushed, or some similar situation. If possible,
it is a good idea to have separate foot figures and extra horses to represent
mounted figures that dismount during the scenario. Note that wounds to
both the rider and the horse should modify horsemanship rolls. It is harder
to control a horse crazed by a wound.
Simplified characters in larger games
In larger games, it may become unwieldly to keep track of many varying
individuals. To keep things moving well, it would serve to have each unit
have only one common Experience level, usually Average or Green, perhaps
with the leader one step better. Skills can also be pegged to experience
levels, so that all Veterans are 10 in fire and melee, all Average figures
8, all Greens 6, etc.
Organizing the Unit
Numbers
The number of units and number of figures in a unit are up to you and a
matter of taste, time, and the number of figures and players available.
Typically, a game will have 4 to 7 units on a side, with each unit numbering
4 to 6 if mounted or armed with missile weapons like guns and bows, up
to perhaps 8 to 10 if all melee-armed foot that can be handled relatively
simply, like a squad of pikemen. For Old West Gunfights and similar very
small duelling situations, having each figure act individually as a "unit"
makes sense. In such games, you can ignore all the special rules below
pertaining to leadership and just turn up the card to see who acts and
then have him roll the individual action die to do something useful and
not freeze.
Leadership
Each unit should have one identifiable figure that is the leader. The leader
is useful for keeping his men moving (Follow Me, Volley Fire, and Formed
Charge orders), activating men, and possibly personifying the player on
the battlefield, getting named and invested with some personality as if
a role-playing game character. Leaders are usually the best or one of the
best figures of the unit in experience and skills, but interesting scenarios
can use leaders who are new to the trade of arms, novice subalterns trying
to lead squads of average or veteran troops and the like. Leaders will
often get different weapons and armor from their followers, the partizan
for the sergeant, a brace of pistols and a fine sword for the foot officer,
and so on.
Sequence of Play
Basic Concept
Units are activated in a random order, with the leader or all individuals
in the active unit then dicing to determine whether they act or hesitate.
The time represented by a turn is so short that a few moments hesitation
or consideration by a figure, or a stumble, wavering aim, a fumbled move
in loading, and similar less than completely efficient moves can be well
represented by the loss of a turn. Three alternate methods for determining
the order of activation of units are provided, so pick one that suits your
taste, or use some variant of your own.
Order of Units
Method One, Cards
Make a list of the units in the game and code each one to match a playing
card. Put those playing cards into the deck with one Joker added signifying
"Reshuffle". Or using blank cards, write the names of the units on the
cards themselves. Old business cards or leftover MtG land cards are handy
for this purpose. Shuffle the deck. Draw cards off the top and activate
the indicated unit when its card comes up. When the Reshuffle card comes
up, the turn ends, and remaining units do not move in that turn. Or play
without a Reshuffle card if you want to make sure that each unit gets to
move each turn. Playing without reshuffle is better if using these rules
in a roleplaying scenario where people will be upset if the enemy can get
in multiple moves without their personal character being able to respond.
Playing without a Reshuffle card is also a good idea when figures have
high movement rates and moves not executed make for odd changes in relative
positions, like in an action with a lot of cavalry.
In a recent test game, we used cards with three cards assigned to each
unit and one reshuffle card in the deck. It was a fantasy game so identical
M:TG cards were assigned to each unit. You could do the same with a normal
card deck by assigning each unit a number or face card. Any king drawn
moves the King's Guard or something like that. This system moved it along
very quickly. An optional rule we tried out was to allow any unit to reserve
an action and jump in after any other unit's actions were completed before
the next card was drawn. If another card for the same unit came up, the
held card was discarded without giving an action but the new one could
be held. All held cards were lost when the reshuffle card came up. It helped
in the early ambush phase and nobody bothered to hold back actions once
the action got really started after the ambush was sprung.
Method Two, Dice and Markers
This method requires no preparation time in listing units or marking cards,
but uses a marker and an extra die for each unit.
For each activation, roll 1D6 for each unit. The owner of that unit
rolls the die for the unit. The highest die unit gets that activation.
If the highest roll is a tie between units of only one side, activate them
all. If there is a high roll tie between units of opposing sides, reroll
the tied dice. When a unit is done with its activation, place a marker
next to it to indicate that it is done for the turn and don't roll its
die in the next set of activation rolls.
As a variant, if all the dice rolled tie, then have the turn end with
no more activations. If only one unit remains to be activated, have the
opponent roll a die to tie it and end the turn, otherwise having the last
unit activate.
Method Three, Dice and Counters
This method has no collective turn that locks all the units together in
time. Each unit goes whenever it wins the activation contest roll. Each
unit will need a die and a way to tally a count (another die, chips, or
tickmarks on a roster sheet). Roll an activation die for each unit and
add the unit's current tally. At each activation contest roll, the unit
with the highest total (including any necessary tie breaker rolls) activates,
each other unit adds one to its tally. When a unit wins an activation contest,
it resets its count to zero. Thus it is random which unit moves next, and
a unit might move twice before one or more opponents move once, but the
odds favor whichever unit has waited the longest in any particular activation
roll. If you need to keep a count of the number of turns for some victory
condition or other reason, choose one unit as a reference unit, and count
a turn each time it activates. The die rolled for activation should be
equal to the number of units in play or the next size up that fits. Thus
for 9 units, roll a D10. The competitive rolling and marking is slower
than cards, but gives a nice unrtaintly in which you seldom know who will
move next or how many activations a particular unit will get between activations
of another unit, and yet no unit gets stiffed much in its overall number
of actions over a game. This used to be my method of choice, but lately
we've been using card systems for speed of play.
Actions
When a unit activates, it is not certain that its men will act effectively.
They may hesitate, freeze, stumble, fumble, stop to think, find an obstacle
in their path, or any of a number of other reasons to lose a few seconds
activity. If things look bad, they may panic and run away from the enemy
or duck into cover. If wounded, they may pass out or quit the fight. All
of this is covered in the action roll. There are four instances where only
the leader rolls for the whole unit, Follow Me, Formed Charge, and Volley
Fire, and Follow Him orders. Otherwise, each man is rolled for separately
against his own experience level. When the action roll is successful, the
figure can execute one turn of action. Some actions take up the whole turn.
Some take more than one turn, and are carried over from activation to activation
until completed or abandoned like loading a muzzleloading gun. Some actions
can be combined and done at the same time, walking and giving an order
for example. Others may be done in the same turn, sequentially divided
into an action done in the first half of the turn and an action done in
the second half of the turn. Declaring just why a man failed an action
roll or repeatedly does so has been one of the more amusing roleplaying
aspects to Rencounter.
Follow Me
The leader rolls against his own experience level and if he rolls equal
to or less, the whole unit activates and can follow him for movement only.
No other actions can be taken. Modify the roll normally for morale or the
leader's wounds. If other men are suffering individual modifiers for their
wounds, modify again for those men only. They are left behind unmoving
if the final score for everyone else indicates a move, but the wounded
men fail. The unit should be relatively close together for a Follow Me
order. Allow a one inch spacing between bases for green or worse troops,
two inches for regulars, three for veterans, and four for heroes to link
to someone who is linked to the leader. If some men in the unit are separated
from the unit or unable to move, then only the ones near the leader can
be moved with a Follow Me order. Move the leader and then move the other
men so they are abreast or behind the leader. He can't use "Follow Me"
and remain in the center of a mob or skulking at the rear. Other than the
leader moving to the front, a limited amount of formation change is acceptable,
stringing out behind to pass a narrow gap, or two inches or so of divergent
movement for expansion, etc. If the roll is failed, the unit does not move,
except for required follow through movement by fast moving cavalry and
the like. If you want to show drill of regular close order foot, you could
allow multiple groups to move together under the "follow me" roll of a
higher level leader, but only if in a base to base orderly linear formation
at a walking pace under 3" per turn.
If an activated unit is moving under a Follow Me order and it is behind
another unit blocking a gap, on a road, or otherwise impeding it, the leader
can opt to Follow in Column and hold his unit's movement until the blocking
one moves. If the blocking unit then fails to move that turn, the unit
Following in Column loses it's move as well.
Formed Charge
Formed Charge is like Follow Me, except it allows the unit to move and
enter melee combat. Roll vs the lowest experience rating in the unit, instead
of the leader's rating, since all the shirkers have to go in to danger
and if they are hesitating they will have to be pushed, pulled, threatened.
This takes some time. Everybody is checking right and left to make sure
he's going in with his fellows beside him and this makes the body as a
whole tend to hesitate a bit. If the roll is failed, the unit does not
move, except for required follow through movement by fast moving cavalry
and the like.
Volley Fire
Volley Fire is like Follow Me, except it requires the unit to be in formation,
with the leader where he can see his men and the enemy. All should have
loaded missile weapons. The unit cannot be in melee combat.
Roll vs the leader's rating and if he succeeds, all followers can shoot
a basic shot. Veterans or Masters can shoot an aimed shot. Others just
level their guns and fire. The leader is giving orders and does not fire
himself.
Follow Him
If you want to have a unit move together but the leader is not out in front
leading by example, the unit will naturally be more hesitant about closing
with the enemy. As with a formed charge, use the worst experience rating
instead of the leader's, unless they are moving away from known or suspected
enemy positions.
Individual Actions
To do anything beyond the above collective orders, roll a die for each
man against his experience level and modified by wounds or morale modifiers
to see if he acts. In certain cases, described under morale, wounds, and
movement below, a man who fails to act will not freeze in place but will
take some limited action required by the rules.
Leader activation of a subordinate, "buttkicking"
If a leader activates but one of his men within 3" does not, the leader
can move adjacent to the man and give him a direct order which will activate
him. This is the leader's entire action for the turn. If the man is wounded,
he must roll again and score less than 7 - wound points to activate. Thus
a man with a serious (2 point) wound will activate on a 4 or less. A routing
figure can be rallied this way, but not an incapacitated figure.
Time and number of actions
Each turn represents approximately 5 seconds of activity by the activating
unit. Some actions that figures can take don't require that much time,
so these are set to require only 1/2 turn, and two such actions can be
done sequentially in a turn. Some can be combined with others simultaneously,
like movement and giving orders or movement and snap fire.
Action Time
-
Movement 1/2 or 1 If 1/2 turn of movement is done, then prorate it to 1/2
of distance rated for the whole turn. A half turn of movement can only
be done by figures moving at a rate that allows them to decelerate to 0
speed "instantly", thus cavalry can move no more than 3" (1/2 of the 6"
rate) in a half turn and then be counted as standing still in the second
half turn.
-
Firing 1/2 to fire one shot or two at the Fast repeater rate with
weapons that have this rate. Can be combined with movement but counts as
snap fire, with penalties varying by movement speed and weapon type.
-
Loading 1/2 turn up to several turns, depending on the weapon. This must
be done stationary with most weapons, but can be done at the walking movement
rate (usually 3") with weapons that are easy to load, like cartridge breechloading
firearms. Horsebowmen can load a bow at any speed on horseback.
-
Drawing a sheathed weapon 1/2 turn, can combine with movement
-
Sheathing a weapon 1/2 turn, can combine with movement
-
Switching weapons from hand to hand 1/2 turn to move one weapon from one
hand to the other, 1 turn to swap two weapons held each in one hand.
-
Standing from prone 1 turn
-
Falling prone 1/2 turn
-
Kneeling 1/2 turn
-
Ducking to full cover from partially exposed position 1/2 turn if
voluntary, instant if enforced by duckback rule.
-
Assuming a firing position from full cover 1/2 turn.
-
Melee attack 1 turn, can combine with charge move to contact, and
weapon draw or hand to hand switch at a penalty.
-
Aiming 1/2 or more turns
-
Recovering from the shock of a serious or crippling wound 1 turn,
and cannot be combined with standing or moving.
-
Fix bayonet 1/2 turn to draw, plus 1/2 turn to fix socket bayonets
or 1 turn to insert plug bayonets. Can be done at the walk.
-
Unfix socket bayonet 1/2 turn, Remove plug bayonet 2 turns
Calculate other times on the basis of a 5 second turn.
Effects of Wounds
Modify the action die roll for a figure by adding the number of wound points
to his roll.
Minor 1, Serious 2, Crippling 3. These wound points could total up
to 5, the figure dies if it reach a total of 6.
Morale
Treat the action rolls for the men in a unit as morale checks in any turn
in which one of the following circumstances applies: Since the last time
the unit was activated
-
one or more men in the unit has been killed or sustained a crippling wound
or
-
the unit has witnessed the elimination of a friendly unit within 24" .
or in the previous activation of the unit, one or more men
-
became incapacitate by wounds by rolling 8+ on his action roll or
-
ran away due to a morale failure action roll of 8+.
For these morale check action rolls, use the following die roll modifiers:
-
Each man (other than the leader) in the unit incapacitated, with a crippling
wound, dead, or run away +1
-
unit leader incapacitated, with a crippling wound, dead, or run away +2
-
Each man adds his own wound points, but doesn't count himself for the above
modifiers.
-
Checking for eliminated friendly unit within 24" +1
-
Checking for eliminated friendly unit within 12" +2
These are cumulative, except count each eliminated friendly unit within
12" only for that condition and not the within 24" condition.
Eliminated units are those in which all men are incapacitated, crippled
(3+ wound points), dead, or run away.
In rare cases where a unit has split up to the point where men couldn't
be aware of the loss of unit members after the split, do not apply modifiers
for unit members a man doesn't know are lost, but if the part of the unit
a man knows about after the split is 3 or less in number, count each of
those that he is aware of being lost at +1 extra. He's feeling even lonelier
when he doesn't know the fate of others. This should help discourage breaking
up units for the sake of avoiding morale penalties.
Action Rolls of 1 - Allow any figure that is seriously wounded (2 wound
points) and not yet incapacitated or healthier, to always get an action
on a roll of 1. This gives some hope that even the lamest soldier might
have a moment of glory.
Effects of Action Rolls Greater than 6
Sometimes the above modifiers will make a roll higher than 6 possible.
Use the following effects:
If a man rolls a 7 he will try to retreat directly away from the enemy,
enter cover and hide if possible; or surrender if a fit, unengaged enemy
is at close fire range with a loaded weapon, or within one move and armed
with a melee weapon, and there is no friend available to intervene and
cover is too far to reach. Unless surrendered, he can subsequently act
normally if rolling under 7. If he is suffering from a serious wound or
worse and on foot, he will fall down at the end of any enforced movement.
If seriously wounded or worse and on horseback, he must make a horsemanship
check or fall from his horse.
If a man with a serious or worse wound rolls an 8 or higher on any action
roll, he is overcome by his wounds, falls down, and can take no action
for the remainder of the game. If only minor wounds and morale loss contribute
to the roll reaching 8, he will otherwise act as per a roll of 7 above,
and continue doing so for the remainder of the game.
To represent troop quality differences in morale failure, increase the
permanent morale failure number of 8 above by 1 for Averages, by 2 for
Veterans, and by 3 for Masters. Thus a Veteran will temporarily run or
seek cover on a 7- 9 and run for good on a 10.
If the leader is rolling for a unit using one of the collective orders,
then apply the die roll>6 effects above to men as individually modified
if necessary. A 7 or higher rolled by a leader, counting his own modifiers
in such a case affects all men in the unit as above if they can see him
cowering or running or others of the unit that are reacting that way because
of the leader's failed morale.
Leader influenced morale rolls optional rule
If you want to further represent leadership in morale, you can have
the leader roll first, and if he succeeds, troops in base to base contact
with him or who can see him within three inches will have a positive moral
modifier of 1 to offset same unit casualty or witness to destruction modifiers.
If he panics with a 7+ result, apply the lost leader penalty instead.
Heroes optional rule
Any figure rolling a natural 1 on his first activation roll that counts
as a morale check can roll again immediately. If this second roll succeeds
against the figure's unmodified experience value, he is "berserk" or "inspired"
and will not be subject to any further morale checks for the remainder
of the game. If you are tracking characters from scenario to scenario,
he can do the same with an initial natural 1-2, and if the second check
succeeds, will be able to do it in the next game following on a 1-3, etc.
Any failure of the series will step him back one point on the initial roll
for the next game. Complete successes over a course of several games might
result in such a hero that he makes that first roll on 1-6 and only the
second roll is needed for him to be heroic. Audie Murphy is one real life
example of a person who was habitually cool and heroic in combat in a way
that could not otherwise be simulated within Rencounter. A unit of Viking
berserkers could be considered to be a bunch of such "natural warriors"
or "bloody loonies" that have been collected together.
Movement
Foot
Speed
Basic foot movement
A man on foot can move 6" when activated. This can be reduced by terrain
or by wounds (-2" per wound level). Crawling on all fours can be done as
fast as 3", but only 1" if trying to low crawl to maintain prone target
benefits. Crawling is slowed by 1" per wound level, low crawling by 1/3"
per wound level.
Advanced foot movement
Normal moves are 6" as for basic foot movement. A man can run 9" per turn
for a short while before becoming fatigued. Unless you want to add an additional
individual stamina statistic, each side should be rated for how many turns
a man can run full speed before becoming winded. A simple rating might
be to use each leader's experience rating as the number of running turns
for his unit. OR use each man's own experience number. Melee turns should
also count against the limit for men running after fighting in melees.
The resting time to regain the full running rate should be pretty long
in Rencounter's time scale, maybe moving at walking or less rate and not
fighting for twice the number of running turns.
Moving backwards
A man on foot can move backwards up to 3". If he is going faster than 1"
in any terrain other than smoothe, clear ground, roll an extra action check
to avoid tripping.
Turning
Basic foot turning
A man on foot can make 6 turns of up to 45 degrees, together or separately.
Advanced foot turning
A man running at over 6" per turn can make 4 turns of up to 45 degrees,
separated by 2" between turns.
Horse
Speed
Basic Horse Speed
Horses can move 12" per turn, accelerating and decelerating by 6" per turn.
Advanced Horse Speed
Horses can move 18" inches per turn, accelerating and decelerating by 6"
per turn. A man riding at over 12" per turn falls off if he fails his action
roll and then fails a followup "Horsemanship" test action roll. Resolve
falling injuries as described below under Special Actions and Circumstances.
All wounded men on horseback or men on wounded horses moving at greater
than 3" and rolling over 6 on action roll must test horsemanship as above
or fall off. Horsemanship test rolls use wound (both man and horse) and
morale modifiers.
Cavalry that fail action rolls continue at the same speed or decelerate
by 6", turning only as necessary to avoid running into terrain features.
Cavalry previously halted or moving backwards can move backwards at
2".
Turning
Horses moving up to 6" should be able to make 4 x 45 degree turns.
Horses moving up to12", 3 x 45 degrees with 3" separating turns.
Horses moving up to 18", 2 x 45 degrees with 6" separating turns.
Obstacles
Horse can jump over some obstacles. This requires a horsemanship roll.
If failed by an odd number the horse balks and sheers away or stops before
the obstacle. If failed by an even number, the horse goes over but the
rider loses his seat and falls. As a rule of thumb, a 2 1/2 foot high fence
is a basic horsemanship roll and every 6" higher is a +1 to the roll. Riding
at high speed on a horse in woods or tall brush similarly requires horsemanship
rolls, as defined by the referee for the terrain at hand. Densely spaced
trees with low branchs obviously should be more difficult than widely spaced
trees with no branches low enough to sweep a rider from the saddle. Declare
a safe speed for a patch of woods and a -1 penalty for each 3" or 6" over.
See below under "Effects of enemy figures on movement" if the obstacles
are other figures.
Wagons, Artillery, and other Wheeled Conveyances
*Handle in later version - basically most will move about as fast as foot,
though some light ones up to 12" . They turn like horses moving a bracket
faster. They are particularly sensitive to terrain effects.
Effects of enemy figures on movement
A figure may not move through an enemy figure. This includes base stands
of a reasonable size, up to 1" across for most 25mm figures, up to 1/2"
across for 15mm figures, about the same depth for foot, as deep as necessary
to accommodate the horse for cavalry.
Cavalry that are charging into a unit of enemy figures too fast to stop
and without room for attacking in passing will have to roll one horsemanship
check to get to horse to go in and not sheer off where there is room and
a second on contact to for the rider to stay on at the contact. If both
succeed, the horse will hit an enemy figure in front of it after the rider
resolves his melee attack. If the figure struck was not engaged in melee
by the active rider or another member of the rider's unit, he can roll
an Action check immediately and use it to dodge out of the way if there
is space to the side, or to attack the rider or horse. The impact of a
charging horse will knock a footman down and roll for damage against him.
Take the damage roll at +2 if it is moving over 12", +4 if over 6" and
up to 12". Under 6" speed, the horse will just stop. Add +1 to this modifier
if the horse is particularly small, like some steppes ponies, -1 if it
is big like a knight's destrier. If a horse is forced to run into another
horse this way, total their speeds if they are heading within 45 degrees
of head on to each other, and subtract the lower speed if one is within
45 degrees of the same direction as the other. If the total goes over 18",
then the damage roll is at +0 for speed. Roll the damage against both horses.
If either is wounded by the collision, then it's rider takes another horsemanship
check to not fall off, modified by the horse's wounds and his own.
Accidental collisions between horses and friendly troops they can't
avoid should be resolved using the same damage rules. Friendly foot would
get a similar activation check to dodge first if they have room.
Leaving Melee - A figure in base to base contact with an enemy
figure can freely move away without the "free swing" that some rules systems
would give his opponent. Unless attacked from behind, he'll either have
to back out, possibly risking tripping, or turn and leave. If using advanced
foot movement and initially turning more than 45 degrees, he'll only be
able to run away 6" in the break off move, as moving faster would require
separation between the turns. The opponent will probably be able to chase
him down and attack again when his own next action comes if no other factor
has intervened. Disengaging from melee requires a lot of attention to one's
immediate opponent and is thus not eligible for a group move under a "Follow
Me" command by a leader. Each figure breaking off will have to roll his
own activation. A pass-through Formed Charge by cavalry that attack partway
along a move and continue away immediately is the only disengage that can
be done by a group order, leadership being exerted before the contact.
Terrain and movement
At this scale, trees tend to represent individual trees, so figures cannot
move through a tree trunk.
Brush and boggy ground should impede infantry some and others
more.
Hill effects vary with steepness.
For now, go by referee definition.
Terrain effects should reduce speeds by 1/3, 1/2, or 2/3 with
increasing severity, as these are easy to calculate fractions of 6 and
its multiples.
Buildings have lots of factors to handle - doors, windows, stairs,
wall climbing, jumping down, wing it for now. Remember, one turn is 5 seconds.
See the notes below in the Terrain section of Special Actions and Circumstances
for more notes on handling terrain.
Combat
Fire Combat
Skill
The base chance to hit on a D12 is the figure's skill. Roll less than or
equal to skill to hit. Rolling a natural 1 is not a guarantee of a hit
when shooting, but gives a chance to confirm a lucky hit with a second
roll if the natural roll needed was -4 or better.
| Roll needed |
Confirming roll on D12 |
| 0 |
9 |
| -1 |
7 |
| -2 |
5 |
| -3 |
3 |
| -4 |
1 |
| -5 |
0 |
An example of using this rule: Private Wilton has a fire skill of 5 and
after all modifiers (-6 total) are applied to a shot needs -1 on a D12.
Instead of scratching as being impossible we deem it to be a low odds shot.
Looking at the table above, we see that Jake needs to roll a 1, and then
if he gets it, he can get a hit by rolling a 7 or less on a second D12.
Basically, he has about a 5% chance of a hit. With modifiers dropping his
effective skill to -4, he'd need snake eyes on D12s, 1/144, a great trick
if you can pull it off and worth gloating and load complaints about luck
by the opponent. At -5 or worse he can't hit at all. If you keep track
of your dice by color, you could even roll these together, noting, say,
a white die as the shooting die and a red one as the confirming die.
Rolling a natural 12 is always unsuccessful.
To Hit Modifiers and related rules
Add these modifiers to the Skill number to get the roll needed on a D12.
Note that the modifiers have been inverted and applied to the skill instead
of the die roll, as was done in earlier versions so that the numbers "feel"
better. What you actually need to roll on the die to hit is the same, though.
Range
|
Too Close* |
-2 |
|
Short |
0 |
|
Medium |
-2 |
|
Long |
-4 |
|
Extreme |
-6 |
*Too Close is base stand contact for pistols or thrown weapons, up to 2"
for long arms and bows.
Armor and Shields
Thrown weapons, bows, and crossbows add target armor and -1 for a medium
shield, and -2 for a large shield. Low velocity firearms like muskets and
shotguns take -1 vs armor 3 or 4. If the shield makes the difference versus
a javelin, then there is a 50% chance the javelin is stuck in the shield,
affecting the target as if a minor wound until the javelin is removed from
the shield (3 actions) or the shield discarded (1 action).
| Cover |
| -1 |
Partially obscuring cover |
| -2 |
Mostly obscured by leafy cover |
| -2 |
Protected by partial solid cover (approx 1/2 covered) |
| -3 |
Protected 3/4 by solid cover |
| -4 |
Just enough showing out of solid cover to see and fire a gun |
| -5 |
Protected all but small part, e.g. peaking out or shooting through
a loophole |
Duck backs
A shot that misses due to hitting solid cover (it would have hit if not
for the cover modifier) will often cause a man to flinch. Also roll duckbacks
for any missile wounds against figures in cover that don't actually knock
the guy over. Roll an action check for the figure at -2. If failed, he
ducks back completely behind the cover immediately (out of the normal sequence)
at the end of the current activation's resolution. This means that multiple
shots fired at him during the current activation will all be resolved and
then he will duck back behind cover. It will require a 1/2 turn action
for him to move back into an exposed firing position.
Target Size
Mounted Target +1 and then roll for man or horse hit (1/3 chance it's the
man) or aim at one or the other at normal to hit and have a 1/6 chance
of hitting the other instead by accident if a hit is scored.
-1 kneeling
-2 prone
Ignore kneeling and prone target modifiers for shots at 2" or less
range. It doesn't matter that you are lying down if the shooter is standing
right over you looking at your body lengthwise.
Aimed Fire
Aimed fire is possible at short range or greater.
One half turn spent aiming 0. Half turns of aim come from situations
like reloading a 1/2 turn reload weapon and aiming for the second half
of the turn, then firing in the next turn.
One turn spent aiming before firing turn +2.
Two or more turns of aim +3. (not cumulative)
Aimed fire that is braced on the terrain like a windowsill or rock or
when firing prone or an aid like a musket rest gets an additional +1.
A moving figure cannot aim, but a figure can move for 1/2 turn, and
then stand still and aim in the second half, if moving on foot or at the
lowest horse rate.
Snap Fire
Snap Fire is firing with no time spent aiming.
Snap firing is at a -2 penalty when combined in the same turn with another
action like walking, reloading or drawing a weapon. If the only action
taken in the turn is one shot, there is enough aiming (1/2 turn) for no
penalty. Throwing weapons take the -2 penalty but get a 50% range extension
if thrown while running in the same direction.
Bows fired from horseback, firearms and crossbows can snap shoot while
moving faster, at a penalty of -4.
Multiple shots
If using a fast repeating weapon, up to 4 shots may be taken in one turn.
If using a slow repeating weapon, two shots may be taken in one turn. The
first shot is taken as aimed or snap shot depending on whether there was
any aiming prior to the shot. Each shot after the first in one turn is
at a -1 cumulative penalty. Double action revolvers and automatic pistols
are examples of fast repeating weapons. Single action revolvers are examples
of slow repeating weapons. Fire continued from turn to turn is considered
to be a snap shot in the next turn unless new aiming is done.
Moving Targets
Target moving
3" or less +0
3.5 - 6" -1
6.5 - 12" -2
12.5 - 18" -3
Appearing Targets
Target first seen by shooter during target's preceding unit activation.
-1
Target first seen by shooter during current unit activation. -2
Fire past friends, or at enemies engaged in melee
If a friendly figure is partially blocking the line of sight to a target,
then treat him as if he were providing hard cover to the target. The to
hit chance is modified by the amount of the target blocked. If the to hit
roll is such that the shot would hit the cover, it hits the interposed
friend instead.
If a friend is in melee with an enemy figure, then handle as above but
apply a further -2 to the shot, as the two are close together and assumed
to be moving unpredictably. This also provides 2 chances in 12 of hitting
the friend meleeing that target even if the friend is not apparently blocking
the direct LOS between firer and target.
Damage
Roll 1D12 and adjust the die roll by any weapons damage modifier or target
protection damage modifier.
1-2 Struck dead
3-4 Crippling wound
5-7 Serious wound
8-12 Minor Wound
Higher - no effect
Subtract 1 from the die roll if the too hit roll succeeds by 3 or better
beneath the highest number needed to hit.
All missile weapons adjust their damage modifier +1 at extreme range,
unless this is modified by a special rule for the particular weapon. For
instance, shotguns and blunderbusses should be at -2 at "Too Close" range
and attenuate by +1 per range bracket.
Loading
Reloading a weapon is a multi-turn action for many weapons. A side record
will need to be kept of how many successful actions a figure has towards
getting his gun reloaded. If a weapon had a loading time of 1/2 indicated,
then it can be reloaded and fired in the same turn, taking the snap fire
penalty.
A referee wanting even more realism might inflict some of the real life
loading errors like forgetting a step or accidentally doubling a step to
some failed action rolls that occur during loading. Remember the anecdotes
about the rifles picked up on the field after Gettysburg with as many as
six or eight bullets rammed uselessly into the barrels.
Opportunity Fire
In some cases, particularly when the terrain is dense and/or there are
cavalry in the game, it may be useful to have an opportunity fire rule.
I consider this an optional rule. As an alternative to a normal action,
a figure can take aim at an area. This requires an action roll as usual.
If any enemy enters the area targeted, the figure may shoot him if he succeeds
at an "opportunity fire action roll" which he attempts immediately. He
may only attempt one such opportunity fire between each activation of his
unit. Treat the shot as if aiming for 1/2 turn, thus no snap fire penalty
but no aiming bonus versus the target that enters the target area. Target
movement and appearing target modifiers, etc apply normally. The area a
figure can cover is a judgement call, but a 4" diameter circle is a good
starting point and will serve unless you prefer a different size template
declared before the game begins. You might want to allow more experienced
men to cover a bigger area than novices or have the opportunity fire zone
be along a line of sight or arc from the firer. Experiment. In a refereed
game, the player could declare the target area secretly to the referee,
but the model should be facing it. Opportunity fire aim, like other aim,
will be broken by a duckback result against the aiming figure.
Missile Weapons Table
| Weapon |
Range |
Damage |
Reload |
Shots |
Repeat |
| Short |
Med |
Long |
Extreme |
Modifier |
| Javelin* |
3 |
6 |
9 |
12 |
+1 |
1 |
1 |
N |
| Weak Bow |
4 |
8 |
12 |
20 |
+1 |
1 |
1 |
N |
| Short Bow |
8 |
16 |
24 |
40 |
+1 |
1 |
1 |
N |
| Long Bow |
12 |
24 |
36 |
60 |
0 |
1 |
1 |
N |
| Light Crossbow |
10 |
20 |
30 |
50 |
+1 |
3 |
1 |
N |
| Heavy Crossbow |
15 |
30 |
40 |
60 |
0 |
6 |
1 |
N |
| Matchlock Musket |
10 |
18 |
26 |
45 |
-1 |
4 |
1 |
N |
| Flintlock Musket |
10 |
20 |
30 |
50 |
-1 |
2 |
1 |
N |
| Flintlock Rifle |
18 |
36 |
48 |
72 |
0 |
4 |
1 |
N |
| Cap and Ball Rifle |
18 |
36 |
48 |
72 |
0 |
3 |
1 |
N |
| Breechloader |
20 |
40 |
60 |
80 |
0 |
1/2 |
1 |
N |
| Single Shot Breechloader Carbine |
16 |
32 |
48 |
60 |
0 |
1/2 |
1 |
N |
| Magazine Rifle ** |
20 |
40 |
60 |
80 |
0 |
1 |
5-17 |
S |
| Magazine Carbine ** |
16 |
32 |
48 |
60 |
0 |
1 |
5-17 |
S |
| Flintlock Pistol |
3 |
6 |
9 |
12 |
0 |
2 |
1 |
N |
| Cap & Ball Pistol |
4 |
8 |
12 |
18 |
0 |
2 |
1 |
N |
| Cap & Ball Revolver |
5 |
10 |
15 |
25 |
0 |
6 |
6 |
S |
| Small Double Action Revolver |
5 |
10 |
15 |
25 |
+1 |
2 |
6 |
F |
| Large Double Action Revolver |
5 |
10 |
15 |
25 |
0 |
2 |
6 |
F |
| Small Single Action Revolver |
5 |
10 |
15 |
25 |
+1 |
2 |
6 |
S |
| Large Single Action Revolver |
5 |
10 |
15 |
25 |
0 |
2 |
6 |
S |
| Blunderbuss # |
4 |
8 |
12 |
18 |
Var |
2 1/2 |
1 |
N |
| Double Barrel Shotgun # |
5 |
10 |
15 |
25 |
Var |
1 1/2 |
2 |
S |
| Machine Pistol |
5 |
10 |
15 |
25 |
+1 |
1 |
20 |
Fx2 |
| Submachinegun |
7 |
14 |
21 |
35 |
0 |
1 |
20 |
Fx3 |
| Lt. MG unbraced |
16 |
32 |
48 |
60 |
0 |
2 |
30 |
Fx3 |
| Lt. MG braced |
25 |
50 |
75 |
125 |
0 |
2 |
30 |
Fx3 |
Increase the loading time of socket bayonet weapons by 1 turn for care
in avoiding the bayonet point. Plug bayonets take 2 turns to pull and 1
to sheathe prior to loading.
*Increase each range by 50% if throwing while running in same direction
to set up throw. This does incur the snap fire to hit penalty, but extends
range.
** Many magazine rifles can be reloaded for each shot firing at an effective
reloading rate of 1/2, to save the magazine for crisis moments when a higher
rate of fire is needed.
# Shotguns and blunderbusses get a +2 To Hit modifier at short through
long range, and have damage modifier of -2 at "Too Close" range and attenuate
by +1 per range bracket. At short range they can roll vs two adjacent targets,
at medium, two targets within 1" of each other, at long range up to 2"
separation (plus any targets between), at extreme all in a 4" wide area.
Revolvers can reload 2 chambers in one turn, or all 6 in 2 turns.
Repeat is the rate of repeated shots in one turn, N is none (single
shot only), S is slow (2/turn max, F is fast, 4/turn max.
Automatic weapons
Experimental rule for automatic weapons: Fx2 or Fx3 give up to 8 or
12 shots respectively, taking the -1 per shot penalty as before. For older
guns that don't have a selective fire "burst" setting, require an extra
action roll to stop at the desired number of shots and not waste the rest
of the magazine on the shot. For newer guns that do have a selective burst
setting, assume they can get off as many bursts as an F repeater would
single shots. Each burst being the size appropriate to that model (usually
3 rounds?).
A braced MG means one that is using the bipod or tripod from the appropriate
prone or seated/kneeling position or over suitable hard cover or pintle
mounted. The above listed LMG would be magazine fed and reloaded by the
gunner. I'll have to work on rules for having a loader assist and for belt
fed guns, changing barrels, etc.
Obviously the table is not all-inclusive. Interpolate additional weapons
as needed for a scenario. Remember that a turn is 5 seconds and assume
a veteran who can make the ideal rate of fire for the weapon for determining
reload rate. Additional time for less experienced troops will come naturally
out of failed action rolls. As a referee or group, feel free to adjust
such details as ranges, rates of fire, damage modifiers, magazine capacities,
and reload times to reflect your superior knowledge of particular weapons.
The numbers in the table represent generic classes of weapons, and specific
models are likely to differ. I would like to hear what changes you make
and why, so I can consider incorporating them. I am not a completely knowledgeable
gun buff, so you are likely to know the values better if you are one. Relative
accuracies of different guns can be reflected in the range bands, and taking
the weapons into account when you set up the fire skills for your scenario.
It has been pointed out to me that the extreme ranges listed above are
pretty conservative for many rifles and other firearms. This is true, at
last to the extent that they are certainly able to shoot a bullet much
farther, possibly with useful aiming. My guess is that the hit probabilities
are very low beyond the listed ranges. If you think that effective fire
can be done at longer ranges and have a big enough table or rescale the
ground scale to fit, go ahead and adjust the extreme, and maybe the long
range of appropriate weapons upward to suit your group's view on the matter.
*Thrown Objects
For now, compare the object or weapon thrown to the javelin, and reduce
the range as appropriate for things that are heavier or less aerodynamic.
Allow the same kind of range boost for a running throw. A small rock or
grenade should be able to go about 2/3 as far, and a really big rock, flaming
brand, or barroom chair about 1/3. Assess the damage modifier similarly
by comparison to existing weapons. Grenades & flaming brands have to
land somewhere. If a miss is rolled, scatter them with a D12 for direction,
12 o'clock being inthe direction of the throw, and a distance of 1D6 inches
plus the number missed by. They cannot scatter back towards the thrower
more than half the distance from the thrower to the target.
Melee
The Stroke
Attacking in melee combat is an action available when an activated figure
is adjacent or moves adjacent to an enemy figure. Both the attacker and
defender roll for each melee attack. If the attacker's score is a success
and the defender's fails, then the defender is hit and you roll for damage,
with the difference in the to hit and parry rolls possibly causing a modifier
to the severity of the wound inflicted.
The Riposte
When a figure is attacked in melee combat, he can roll an Action check,
which, if successful, will allow him to count his combat roll as an attack
and damage his attacker if he wins the roll. If this roll is failed, his
combat roll is defensive only. Ripostes are not possible against attackers
who began their move behind the defender and attacked from behind the defender.
Ripostes only hit the attacker when the defender rolls a successful parry,
and the attacker missed his attack. Also, some of the modifiers that do
not apply to the parry might affect the riposte, like the attacker's body
armor and shield use.
Skill
The base chance to hit on a D12 is the figure's skill. Roll less than or
equal to skill to hit or parry. Rolling a natural 1 is always a successful
hit or parry. Rolling a natural 12 is always unsuccessful.
Charging
Charges are any moves to melee contact. Charging attackers are resolved
after combats by troops that begin adjacent in the current unit's activation.
Cavalry, with their inability to stop instantly if moving fast, may have
to resolve their melee combats in passing, as they move by an opponent.
Each still only gets a single attack at some point it its movement.
One Vs Many
As a defender, a figure can only riposte versus one attacker during any
one unit's activation. He can still roll versus each attacker to parry
that attacker's stroke.
The defender's parry chance is decreased by each active attacker engaging
him over 1 and the attackers' chances improved by one for each extra attacker
over 1. Defending masters are skillful enough to evade gang-up tactics
and use the enemy numbers against them, causing them to collide, etc, in
the approved Hollywood fashion, so ignore these modifiers if a master is
defending. If figures from more than one unit are attacking a single individual,
then when any one attacks, the ones from the other unit can make action
rolls to help add to the gang up modifiers, but don't actually attack except
in their own unit's activations. By active attackers, I mean only those
that succeed in their action rolls. Guys standing around in confusion,
off balance, or whatever the failed roll means do not contribute to the
gang-up modifier.
Example: A young King's Musketeer, Experience of 4 is facing three of
the Cardinal's Guard, also Experience 4. The Guards card comes up and they
attack. Action rolls are 3, 5, 1. Two of them activate. This is one more
than the base of one attacker. Each of the active two will get a +1 to
his melee to hit chance and the Musketeer will get -1 to his parry vs each.
Example 2: The King's Musketeer is facing the three of the Cardinal's
Guards and has Milady DeWinter (a unit herself) at his back. The Guards
card comes up and they attack. Action rolls are 3, 5, 1. Two of them activate.
Milady also rolls an action roll and succeeds. Each of the active two guardsmen
will get a +2 to his melee to hit chance and the Musketeer will get -2
to his parry vs each, because of Milady's threat, even though she doesn't
actually attack at this moment. When her card comes up, if no one has left
the melee, all three guardsmen would get to attempt activation to add outnumbering
modifiers to her attack.
Example 3: Miyamoto Musashi, an Experience 6 master, is surrounded by
enemy ashigaru. He feints one way and two stumble into each other avoiding
him. He whirls the other way and now an enemy finds one of his comrades
between himself and Musashi and holds his blow. Okay, well we aren't modelling
at quite this level of detail, but the net effect is that Musashi being
a master makes all parries at full value, and all his attackers only have
their ordinary rolls. They better hope some of them have high enough melee
skills to be effectively aggressive and reduce his parry that way.
Last Shot vs Charge optional rule
In most games lately, we've been allowing figures with loaded
guns who are charged from the front to get off one last shot if they succeed
at an instant action check. This is with the target in base to base contact
so the the too close penalty and the moving target penalty and the snap
shot penalty if they haven't been previously aiming at the charging figure.
So it is usually a crummy shot. You might make this in lieu of a parry
or allow the shot and the parry. We've usually played with both shot and
parry but no riposte. Sword and pistol armed figures should be allowed
both defenses, but the weapon in the off hand should take a -2 penalty.
Weapon breakage in parries optional rule
If the attacker hits and the defender successfully parries, sometimes
a weapon will be broken. If the attacker rolls low enough, the defender's
weapon or shield will be broken. If the defender rolls low enough, the
attacker's weapon will be broken. The number to break the opponent's weapon
is 2 or less. Add the damage modifier of your weapon to your roll and subtract
the opponent's damage modifier, to see if you break his weapon. Treat a
metal faced shield as -1 for this purpose, wood or hide with metal rim
and/or boss as 0, and plain wood +1, plain hide or wicker shield as +2.
A defender will lose his shield first if he has one, and will use the shield's
modifiers instead of his weapon, under the assumption that the shield is
the mostly likely thing to block the attack.
For example: Attacker with sword and melee skill 7, defender with battleaxe
and melee skill 6. Attacker rolls 4, defender 3. The sword has damage mod
0, and the axe -1. For sword vs axe, 4+0-(-1) > 2 so no harm is done to
the defender's axe. Axe vs sword, so 3-1 = 2, and the attacker's sword
is broken. If the defender had axe and a metal rimmed wooden shield with
the same rolls, the attacker's sword would not be damaged, as the shield
would be the parrying item with a 0 modifier. If playing with hit locations,
and the defender has a wounded shield arm, treat his weapon as the parrying
item first instead.
Weapons getting stuck optional rule
Many historical accounts mention melee weapons getting stuck in the
victim. To simulate this possibility, when a crippling wound or an outright
kill is inflicted, have the attacker roll a D12 immediately against his
melee skill to unstick the weapon. If this roll fails, a successful activation
will have t be spent prying it loose if he wants to keep it. If he is riding
a horse going to fast to stop, he will lose the weapon, left behind in
the body, if the unsticking roll fails. On a natural 12 on the unsticking
roll, the user discovers that the weapon was broken or badly bent in the
victim. Blunt weapons like gunbutts and chairs won't get stuck, but still
give a 1 in 12 chance that the weapon is broken, higher if the ref rules
the weapon is particularly fragile. Chairs in brawls, for example, should
splinter most of the time, to replicate Hollywood results if nothing else.
Shooting the Bayonet Free optional rule
An fun optional rule for the bloody minded, especially if the above
rule is in use, is to allow anybody with a socket bayonet on a loaded gun
to shoot the gun for an automatic damage roll after any time they inflict
a serious or worse wound with the bayonet. The recoil will free the stuck
bayonet. Obviously this does not apply to plug bayonets.
Attacking horses optional rule
A melee attack against a mount should be resolved with the normal modifiers
to the attacker's melee roll. While the horse has no ability to parry itself,
it's rider may be able to, or the horse may be able to dodge the blow or
otherwise spoil it. If the attack is coming from a direction that the rider
will not be able to parry effectively with the weapons he's using, , like
from in front of the horse and he has a sword, then have the horse roll
a "parry" roll representing its attempt to dodge or other movement spoiling
the attacker's strike. Appropriate melee skills would be 3 for your random
horse off the street, 5 for a trained cavalry horse, or 7 for a knight's
trained warhorse. The referee may want to adjust these in general or for
particular horses. Modify this by any armor on the horse, wounds, etc.
Treat the horse's "weapon type" as unarmed. Allow the rider to count as
an extra enemy "outnumbering" the attacker just as if the horse were any
other friend of the rider. If the rider is well positioned to block for
the horse, like using that sword and the attacker is right alongside the
rider's leg, let the rider parry for the horse as he would for himself.
This may not represent actually getting the sword interposed in front of
a low stroke, but may be scaring the attacker back out of effective reach,
to save his own head. A light lance should probably allow the rider to
parry to the front as well. A heavy couched lance wouldn't have much ability
to parry at all, so unless the attack was from his shield side, use the
horse's own roll.
Attacks by horses optional rules
Most horses are not trained to attack and will only do so by trampling
under the movement rules about collisions. A few horses, like the warhorses
of some knights, are trained to combat, by rearing up and striking with
the forehooves, biting, kicking, etc. If such horses appear in a scenario,
when moving 6" or less in the turn, allow them to attack to the front or
directly to the rear with a melee skill as above, counting as 0 to hit
modifier, and +1 damage modifier, if the rider makes his horsemanship roll.
A failure just means he didn't coax it to attack. If the horse does attack,
the rider makes another horsemanship check to avoid being unhorsed by the
horse's rearing and fighting.
Pretty much any horse may kick somebody directly behind it if scared
or startled. When it's group goes and it is being crowded by somebody or
something adjacent and directly behind it, and there is any ongoing melee
or firing within 6", roll 1D6 for a special activation for the horse in
addition to the rider's normal activation. On a 1, the horse kicks at the
melee skill listed above under Attacking Horses, scoring damage with a
+4 modifier if it hits (+5 for small horses, +3 for big ones). Any parry
rolled vs this kick is basically a dodge.
Damage (Rolled on D12 after successful hit)
-
1-2 Struck dead
-
3-4 Crippling wound
-
5-7 Serious wound
-
8-12 Minor Wound
-
Higher - no effect
Modify roll by attacker's weapon.
Target armor 3 or 4 +1
Attacker succeeded by 3 or more points under To Hit chance -2
Melee Weapons Table
|
To Hit |
Dmg Mod |
Ranks |
Use with Shield |
| Sword |
+1 |
0 |
1 |
Y |
| Spear/Bayonet |
0 |
0 |
2 |
Y |
| Pike |
-1 |
0 |
4 |
N |
| Axe/Mace |
-1 |
-1 |
1 |
Y |
| Halberd |
0 |
-1 |
2 |
N |
| Knife |
-1 |
+1 |
1 |
Y |
| Unarmed |
-2 |
+2 |
1 |
Y |
| Improvised Club |
-2 |
+1 |
1 |
Y |
| Javelin |
0 |
0 |
1 |
Y |
Other weapons are possible. Factor them as seems appropriate and agree
before the game.
The more wieldly the weapon is, the higher the To Hit modifier.
The more damage it does, the lower the Damage modifier.
An extra rank can fight if there is more than 4 feet in front of the
grip and approximately every 3 feet beyond.
Weapons marked Y for shield mean that a shield or second "Y" rated weapon
can be used to block, gaining the defense modifier.
Situation (all modifiers adjust the skill based to hit number)
Above opponent (includes cavalry vs foot and foot vs prone) +1
Charging at 4" or greater rate with a thrusting weapon +1
Mounted charge at 7-18" speed +1
Drawing weapon or switching weapon from hand to hand in same turn as
attack -2
Wounded attacking figure -1 Minor, -2 Serious, -3 Crippling
Target 1/2 protected by cover - 2
Target 3/4 protected by cover -4
Each active, outnumbering attacker after the first, parry at -1 (cumulative,
waived for defending masters)
Multiple attackers vs single defender, each activated after 1st, attackers
get +1 (cumulative, waived for defending masters)
Target Armor Rating -Armor (0-4)
Attacking vs small or medium shield or two weapons -1
Attacking vs large shield -2
Attacker's rank behind first -1 (cumulative per rank)
Parrying from well-ordered, close formation +2
Aggressive attack - High melee skill fighters can take voluntary penalty
reduction as far as to skill 6, and reduce opponent's attack or parry roll
by same amount.
Bad Footing, difficulty seeing, other as set in scenario or determined
by referee -?
Unfamiliar weapon type -2
Attacked from behind -2 to parry and no shield use
Wounds
I sometimes hang little plastic rings on figures to indicate wounds. Small
labels stuck on the base, bits of colored pipe cleaner, or wounds recorded
on a roster are other possible bookkeeping tools.
Minor wound - one wound marker
-1 to initiative, melee, shooting and other skills, -2" to movement
on foot
Serious Wound - two wound markers
Knocked down and requires 1 successful activation to recover from
the shock before standing back up.
-2 to initiative, melee, shooting and other skills, -4" to movement
on foot
Variable knockdown optional rule: To add a little spice
at the expense of a bit more complexity, have a serious wound only knock
the man down if he fails an instant activation roll. Apply the wound modifiers
and the damage modifier of the weapon that hit him to his Experience Number.
Crippling Wound - three wound markers
Knocked down and requires 1 successful activation to recover from the
shock before standing back up.
-3 to initiative, melee, shooting, and other skill rolls, -6"
to movement on foot
Wounds are additive. Two minors equals one serious. A minor and
a serious equals a crippling wound.
Two crippling wounds will kill. Combinations of wounds between
Crippling and Death can total -4 or -5 modifiers and double that in movement
penalties. Wounded horses Minor wounds just modify the horse's maximum
speed and any horsemanship checks the rider has to make. Horses are not
knocked down by serious wounds but require a horsemanship roll on the rider's
next activation to not fall off, effects as below. Horses are knocked down
by crippling wounds, and the rider will require a horsemanship check to
dismount without taking falling damage or being trapped by the fallen horse.
If the horsemanship roll is failed, he'll fall and take at damage roll
at +6 up to 6" speed, +4 at 7 to 12", +2 if faster. Then roll a second
check. If that is failed too, he is pinned by the horse and will require
a successful activation check at -2. to free himself. Others can help him
giving +2 to this roll for each activated friend assisting him. If using
the variable knockdown for serious wounds above, apply it to crippling
wounds inflicted on horses too, to see if they are knocked down. If a rider
continues to ride a wounded horse, using the advanced movement rules he'll
have to continue to make horsemanship rolls if it is moving fast, as described
above in the movement rules.
Observation
Spotting Hidden Enemies
I'm still free-kriegspieling this, trying to settle on a level of detail
to use. As a rule of thumb, assume troops of reasonable fieldcraft who
are stationary in leafy cover can remain hidden until the enemy get close.
Maybe give the enemy one roll to spot a unit per turn needing under 12
minus the range in inches on a D12, with a 2 point bonus if he spotting
unit includes a master, 1 point per veteran, and 1 point for each potentially
visible green soldier in the hiding unit. Double the range if the hiding
unit are in bright colors, triple for shiny armour, double if infantry
and doing nothing but trying to observe, halve for obervers running, or
on trotting or galloping horses, firing at others more than 6" or 90 degree
away from target. Double if obsevers are notable scouts, half if notably
unobservant like some guards cavalry. Guys shooting from cover should usually
be spotted especially if using pre-smokeless powder firearms. Guys moving
carefully in cover might double the spotting range. You might want to set
absolute visibility ranges through brush, corn, or lichen-simulated bushes.
Maybe only allow spotting rolls if somthing changes like the hiding guys
move or the spotters get closer so that spotting does not become inevitable
once you get close enough and then wait a few turns. If you have a nicely
worked out spotting system that you might be willing to give me to use
here, I'd be glad to get some email on it. I've tried a number of ideas
and most have worked okay, but were very informal, at the 'decide on a
chance to spot and have 'em roll a die' level.
Hearing Enemies
* The system should take into account distance, experience, armor, and
activity of hearer, type of target and movement, and ambient battle noise.
Communication
Spoken Commands
Messages should be limited to a few words per five second turn. Somewhere
around 10 words or one sentence.
Signals by Horn, Gun, and Flag
* Prearranged signals, require target able to perceive them and successful
actions to make or react to them.
Special Actions and Circumstances
*Fires and Smoke
*number of actions and rolls to ignite various objects, spreading rates,
effects on figures
Herd movement by riderless horses
Set up a little table to show how they will move randomly among front side
directions part of the time and start following groups of friendly horses
sometimes and stay with their downed rider sometimes.
*Terrain
Terrain at this scale should be directly representative. If there are four
trees in a woods, there are really four trees and they are each standing
right there and have a trunk as thick as it looks, so may or may not be
good for cover. You can't walk through a tree and move it out of the way
as you would in a larger scale game. If a tree looks climbable then you
can allow for characters to climb it, with the referee determining how
long it will take, how it restricts LOS and how much it conceals the person
in the canopy, and what might make the climber fall, etc.
I typically don't deduct from movement for 0.5" countours, take off
an inch from infantry moves for going up 1" contours and 2" for 1.5" high
countours. Cavalry double this or worse. They might take 1" for 0.5" countours,
3" for 1" countours and treat 1.5 " countours as only climbable by spending
the whole move and making a successful horsemanship check unless on a marked
trail that crosses the contour at an angle, or a road that smoothes the
steepness, possibly switchbacking up the face. Depending on how your hills
are constructed, you may need a different formulation, especially if the
ground represented is particularly bad or you use continuous slope hill
models.
Boggy or sandy ground or fordable streams might all impede movement,
typically slowing cavalry more than infantry, and wheeled transport even
more. Use common sense. Camels, for instance, should be impeded very little
if at all by sandy dunes.
General movement rates of all terrain on the table should be spelled
out by the referee or scenario designer at the beginning of the game, unless
the ref has some special plan to have the fog of war intrude in the scenario
and one side does not know tha,t say, everything within 10" of the fallen
tree is boggy ground.
Doors and windows should be handled by how easy they are to open or
break. Remember that a turn is about 5 seconds and think about how long
it will be to unlock, open, climb through, or break down. Shooting out
locks will help with some, axes hasten the rate of breaking down a door,
etc.
Fanaticism
Fanatics charge into combat on a follow me at the leader's value. They
will attack surrendered troops, so there should be a modifer against surrendering
to them. They might have some other special rules like being unaffected
by the loss of friendly units, ignoring the first point of wounds on activation
rolls and in the optional knockdown checks vs serious wounds.
Higher Level Leadership
Typically we play with one leader who is an NCO,"natural leader", or junior
officer per unit.
Lately we've begun experimenting with higher level leaders who command
the whole on table force. These can basically work in a couple of ways.
They can be floating leaders who can attach to a unit and just act
as an extra normal leader in it, as well as having leadership influence,
buttkicking, etc, over the unit's intrinsic leader, and the ability of
changing the unit's overall "mission" objectives, if you set such at the
beginning of the game.
We have also experimented in one game with giving the commanding leader
a separate activation card and allowing him to re-activate one unit to
which he is attached each turn for an extra move or volley, but only things
that can be done collectively under leadeship direction. He could of course
move alone to attach to a different unit. Play with either idea or try
some other.
Weather
Weather can have all sorts of effects, ranging from rain wetting bowstrings,
slow matches, and gunpowder making bows and early firearms less useful
to making the ground slippery and hazardous or making it hard to see or
hear one's enemies. In general, the scenario designer should consider the
effects he wants unusual weather conditions to have on his game. There
is probably not time for the weather to change in a Rencounter scenario,
lasting at most a few minutes of "game time".
Falling Injuries
The system should account for height and speed of horse or wagon movement.
Basically a fall from a galloping horse or an unexpected 10 foot or prepared
20 foot fall should be a damage roll at +2 or thereabouts.
For falls from horses or moving vehicles, take at damage roll at +6
up to 6" speed, +4 at 7 to 12", +2 at 13 to 18", 0 at 19 to 24", and -1
for every 6" speed higher if from fast vehicles.
*Explosives
More later, but here's a quick and dirty beginning rule for grenades -
Figure on 1 action to get a grenade out, (1/2 if strung on a convenient
bandolier and both hands are free) and 1 action to arm the grenade for
throwing. 1/2 action + any aiming for the throw itself. After placing the
grenade with the thrown object rules, resolve the explosion by treating
the grenade as +1 to the damage roll and +1 per 1/2 inch anybody is away
from the grenade. If the grenade does a serious wound or worse, the target
is knocked down, a light wound knocks him down if he fails an action check
(apply the wound - test immediately). A damage roll of 14 or less will
require a similar action roll vs knock down even though no wound is caused.
The fall will be away from the grenade. Any man knocked down will be stunned
and require one action to clear the stun just like seriously wounded men
from gunshots do.
If you want Hollywood detailed grenades, don't have the grenades blow
up immediately. They go off at the beginning of the thrower's next action
on 11 or less, a 12 being a dud. An enemy man with a live grenade nearby
can throw himself on the grenade by making an action roll at experience
-2, and this will add +3" to the effective distance for all friends in
the blast radius, but attacks him at -3 to the damage roll. Or at experience
-2, he can spot it, pick it up, and try to throw it back at -2 To Hit in
addition to all other mods as one action, dropping anything in his good
hand in the process. At action roll -1 he can kick it away 1D3 inches with
1D3 inches scatter from that point. If the grenade was thrown by a vet
or master take an additional -1 for him being able to time the fuse better
with the throw.
Explosive effects on terrain like walls and doors will have to be free-kriegspieled
for now. Take into account the amount of explosive, the distance from and
nature of the possibly-destroyed cover as To Damage mods, reading kills
as destruction with blow-through, and wounds as proportionally weakening
the cover.
Artillery
Here's a first cut at a simplistic smoothbore muzzle-loading artillery
rule.
Task times Lay loaded gun with cannister 1/2 or roundshot 1. More time
would be taken with long range roundshot, but that's shooting off the table
in Rencounter. Fire gun 1/2 Load light gun - 3, 6 pounder - 4, 9 pounder
- 4 1/2, 12 pounder - 5 Crew sizes are pretty big when including all the
men that handle the horse team and the ones who tend and bring forward
the ammunition and help prolong in addition to the ones actually handling
the gun. Probably a leader and 8 crew to maintain the above rate with the
6 - 12 pounders through a game. Maybe only 5 or 6 others for a light 3
pounder or such. A crew that gets shot up should be slower, add something
like 1/2 phase per man lost. If you start with extra, don't start penalizing
until under the size above. For simple play just roll the gun crew leader
(or acting leader, if the original is lost) for activation for them to
perform standard move the gun and shoot it tasks. Assume that these are
highly drilled tasks. If you want to get really detailed and roll for each
man to do his part, clearing the barrel, loading the powder and shot, ramming
home, covering the touch hole, etc, and potentially see individual tasks
get interrupted by casualties you could, but trained gun crew should be
at a bonus to experience level, compared to their performance of other
tasks, to make up for the drilled nature, and the way a group task will
slow up a lot if you actually have to test for each part that must simultaneous
happen to proceed to the next step. The only task we split out in play
test was a Boxer Chinese gun captain actually shooting the piece, which
led to some British marksmen shooting at him specifically to stop him.
In that game we ruled that the linstock with the slow match had to be picked
up by somebody else before firing the gun, but we didn't test for it to
go out and have to be relighted. Guns with that fire a cap with a lanyard
instead would get rid of that issue.
To begin with, we'll just cover cannister and grapeshot, typical short
range anti-personnel loads. An artillery fire skill of 9 for the gun captain
is where I'm starting in working out this table, you probably wouldn't
want to shift this more than up or down 2 for a trained crew. You will
want to give the other crew an artillery fire skill rating too, either
the same or lower than the gun captain's depending on the training level.
The "Too close" to hit mod being a benefit instead of the penalty as in
small arms, is because the cannon's aim won't waver if you're in front
of the muzzle trying to melee.
Cannister and Grape fire
| Range in inches |
To hit mod |
Damage modifier |
| 5 |
+3 |
-6 |
| 12 |
0 |
-5 |
| 24 |
-2 |
-4 |
| 48 |
-4 |
-3 |
| 96 |
-6 |
-2 |
Cannister spread 1" wide per 10" down range
Grape -1 to hit mod out to medium range, -2 to long and extreme, spread
2" per 10" down range
Bounce modifiers to hit:
Hard rocky ground +2
Wet, marshy, or muddy ground, soft sand -2
To hit modifiers to account for volume of balls fired: 3lb -1, 6lb
0, 9lb +1, 12lb +2
Both cannister and grape will roll versus all targets in that cone,
friend and foe, until stopped by something solid like a hill or very stout
walls. Weaker walls should give a penalty to the to hit and damage mods
or maybe just damage if really flimsy.
Quick loading - risky shortcuts for faster fire versus charging targets
and such. Each action roll success during quick loading counts double towards
the loading time. If the last one needed succeeds, there will be a missfire
or accident on the shot on a natural 12 on the first to hit rolled for.
If the last action roll needed for loading is failed, roll a D6 and a 6
causes an immediate missfire/accident check. Once you start a quick loading,
you'll have to finish that way and take the risk, or spend double the time
quickloaded to recheck safety. You can't just do the last roll as normal
loading to avoid the risk.
Missfires & accidents
Roll 1D12
1-2 Gun explodes - all within 6" roll damage roll for wound, +1 per
inch away from gun.
3 Gun shoots prematurely and unaimed, roll base damage rolls for wounds
to 2 crew. Another d6, 1-3 high shot, misses all past 12 and at -3 to hit
within 12". 4-6 low - resolve only out to 12" (24" in rocky ground) and
at -3 to hit versus targets in arc in front.
4 Same as 3-4 with 1 crew wound
5 Same with no crew wound
6-8 Somebody got burned or got struck or run over by recoiling gun
- roll base damage roll for wound to 1 crew.
9-12 Loading mistake - no fire until 1-6 actions spent to clear and
reload.
Detailed games for Old West and the like
For detailed Old West gunfight games I have been using some of the following
modifications.
Resolve by half turns instead of turns to get finer grained sequencing.
Sequence by smaller units, just one or two men each.
Separate pistol and long arm fire skills.
Wound Locations:
1D6 after damage is rolled.
1 Left Leg
2 Right Leg
3 Left Arm
4 Right Arm
5 Body
6 Head
If you want to distinguish between them, increase the movement penalty
on leg wounds to 3" per level, with 1" minimum crawl, but go one point
lower in the penalty vs shooting. For arm wounds, roll action check immediately
(counting wound) or let go of what you are holding in that hand, and increase
the combat penalties by one, but reduce the movement penalties to 1" per
level of arm wound. Head and body wounds effects are as before.
In general each player handles fewer, more detailed characters, probably
just one or two each.
Still considering but unplayed: Add some special skills like fast-draw
which would allow a snap shot with a holstered gun in one half turn action
if fastdraw skill roll made.
Add detailed fumbles like fastdraw dropped or snagged gun, shot self
in foot, jammed guns, misfires, bad loads, etc.
Campaigning and Improvement between games
Clearly this can be very complicated up to the level of a full roleplaying
campaign that uses Rencounter as a combat resolution mechanism. But locally,
we've been tying together Old West and some Colonials games by simply rolling
for skill increases for surviving named characters after games. The scheme
has been to give a roll against each skill used by a character in the game
for that skill's improvement by one point. The roll uses the same dice
type as the skill's normal rolls but with the skill improving by rolling
OVER it's previous level. If it is at the maximum level, it can't increase.
This also makes it easier to get better if you are lousy than if youa re
already pretty good at something. Thus an old west gunfight character who
has managed to use his pistol, ride a horse, and fight with a knife in
a game would roll for improvement to his experience rating and his riding
skill on D6s, and his pistol skill and melee skill on D12s. If he has experience
level 4 and rolls a 5 or 6 on the D6, he goes up to experience 5, veteran.
If he is already a master, exp 6, he can't get any better.
If you want to represent the effects of accumulated wounds that don't
completely heal, and the possibility of dying from gangrene or other complications
after the fight, for any wounded character roll a d6 for each wound point
he has suffered.
Treat the results as follows:
1 - sepsis - the wound got worse, reroll that wound point as two dice
instead of one
2 - permanent wound point - the effects of that wound on dice rolls
and movement are permanent. This probably works better if used with wound
location rolls.
3-6 - Healed - The wound point is gone in the next game the character
appears in that is more than a month of campaign time after the current
game.
If because of sepsis, he ends up with more than 5 permanent wound points
from this fight, he dies from complications to his wounds after the battle.
Subtract 1 or 2 from the roll if the character's situation after
the fight would be particularly hazardous for wound recovery - like the
enemy captures him and denies any care of the wounds, or he crawls away
through a swamp or desert unaided by comrades.
If instead the character receives prompt, high quality, medical
care, allow one reroll of any 1s or 2s. Only if the reroll is still bad,
apply the results.
Fantasy games
We have played one fantasy game of Rencounter, a two parter with one scenario
taking place in a woods and the other in a small dungeon beneath. Races
were differentiated by the skill levels, equipment, and some off the cuff
racial special rules that I made up as GM. Some large monsters only took
a penalty for every other wound point if not killed outright, some could
see in the dark, some had different movement rates, etc. Each side had
a spellcaster. The monsters had a goblin wizard who could only cast a fear
spell and magic missiles. The magic missiles were basically handled as
if he had a revolver for number of attacks and how they worked. The fear
spell was usable once and had a range and area of effect and caused a morale
check with a penalty. The other wizard had three or four spells, and a
magic rating to roll against to cast them, each characterized before the
game on his note card, a speed spell that would give a unit double movement
for a few turns, a fireball, invisibility, etc. Typical D&Dish spells,
with the sorts of effects any decent gamer can make up on the spot. I'm
not going to write up an elaboarate set of fantasy rules anytime soon,
but you can see the kinds of things you can do with it if you want to.
For the dungeon games, we played on foamcore-based dungeon scenery mostly
stone textured by a quick painting with a cheap tan craftts acrylic and
then sprayed with faux granite spraypaint. The usual hallway dimension
was 2" wide. Walls were typically made 1.5" high to make them clearly walls,
but not too high to get at the figures. The good guys had a map so we laid
out all the dungeon pieces, but the bad guys used hidden movement.
Victory
Unless one side is in a scenario determined "fight to the death" situation,
a time should come when completion of the mission is longer a consideration
of the troops under your command. At this point they will collectively
retreat and the other side wins. You can consider this point reached if
the total number of unrouted and not cowering lightly wounded and unwounded
men is less than half your force or when no unit on your side has more
than half its men healthy and unrouted. For forces with less elan, you
can set this threshhold higher, at the 1/4 or 1/3 point of total manpower
losses, or half the units on the side or all but one being at 1/2 strength.
The fifty percent mark probably makes for a pleasantly bloody game in which
it is pretty clear that the situation is not salvageable when the breakpoint
is crossed.
Closing Notes
The Rencounter system evolved from games played using the Colonial Skirmish
Wargame Rules put out by Steve Curtis and friends at Skirmish Wargames,
Somerset, England, in the 1970s. Their rules use a one second phase and
plotted movement. In the mid 80s, I was playing a lot of these rules with
a group in Berkeley. After several games, we became dissatisfied with the
plotting system, and I came up with the beginnings of the sequencing system
seen in Rencounter, with unit activation and action rolls, and the phases
grouped into 4 second turns to allow a significant amount of activity to
occur in each activation. We experimented with various forms of unit activation,
settling mostly on the dice and counter dice system in the later games.
The unit activation rules and action rolls were also used later with some
other combat systems in games run by friends for periods ranging from 1066
to WWII. Rencounter is an attempt to refine the system to better incorporate
morale and wound effects and get it fixed on paper, with new movement and
combat systems used, so as to make it a complete system of its own, with
no purchase of any other rules set needed for movement and combat rules.
This set is the first nearly complete version recorded on paper (or on
computer anyway) and will undoubtedly have loopholes, imprecise wording,
and incomplete handling of some issues. I hope you find what is here interesting
enough to try it out and give me feedback that will help tighten them up.
To minimize the necessary bookkeeping lookups from rosters, one trick
I use is to record the figure's name and fire, melee, and experience level
on the bottom of the base of a 25mm figure using a round 5/8" diameter
office label. This fits nicely on a 3/4" circle like a penny or washer,
which most of our skirmish figures have as bases for keeping individual
figures upright. The format is something like:
Sgt. Gridley
F 7 M 6
Ex 4
For 15 mm figures on 1/2'" square metal bases I am planning to cut out
some magenetic sign material to made sabot bases that will go underneath
and leave a lip sticking out behind onto which I'll glue small laserprinted
labels to show the stats in a way that is visible without inverting the
figures.
Wounds can also be recorded on bases, using the very small round stickers
and a code like MW for minor wound, or with colored stickers using a color
code for severity. These can often go on the top of the base to be readily
apparent.
Scenario Design Suggestions
There are 3-6 units on a side in a typical game, with 4 to 10 men in a
unit. Smaller units suffer fewer losses to morale in general, and are more
tactically flexible so use this factor to represent the more regular or
highly trained side. In a force with a mix of missile and melee only troops,
the melee only units can be bigger, as having less stuff to remember. Cavalry
units tend to balance better if a bit smaller than infantry units if the
number of units on each side is equal.
Notice how the lethality can be tweaked from realistic to slaughter
by adjusting the average fire and melee skill scores you use.
Here is some advice I sent in reply to a query on scenario setup for
beginning gamers recently:
Here's a simple, general, all purpose generic squad creator for Rencounter,
assuming you know nothing about the organization or quality of the troops
you are going to represent:
Pick a number of units for each side. 2-5 is good. If weapons quality
is very different, like rifles vs spears, give the worse armed side more
units. Likewise if one side has to attack against fire, give it more units.
For each side:
Roll 1D6 + 4 for group size. Use this size for all groups of the
same side. Make one a little larger or smaller if you want to use the extra
figs that aren't evenly divisible by this number.
If these numbers are too far apart, making the force sizes too uneven,
bump them closer, or give the side with smaller units a couple more.
Roll for the leader of each group:
1 Newly appointed Novice Exp 3
2-3 Average Exp 4
4-5 Veteran Exp 5
6 Hero Exp 6
Roll for everybody else:
1-2 Novice Exp 3
3-4 Average Exp 4
5-6 Veteran Exp 5
Make all fire and melee stats double the Exp level of the figure.
If that is too boring, for variety, roll for each man's Fire and Melee
score and modify it by:
1 -2
2 -1
3 0
4 0
5 +1
6 +2