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Blast From The Past

Started by David Johansen, January 31, 2010, 02:57:25 AM

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David Johansen

Some of you may recall a fantasy game I was posting about a couple years ago.  Just one more abandoned project right?  Well, no, just stuck for a while.  There's stages of development that don't make interesting forum reading.  Wound up putting some polish on it lately and even ran a game tonight.  Had to fix a few things after.  Here's the current files.

http://www3.telus.net/public/uncouths/OldBonesI.pdf

http://www3.telus.net/public/uncouths/OldBonesII.pdf

Anyhow, vehicles, skirmish battles, mass battles, and campaigns are less done but moving along bit by bit, so book III will be coming eventually.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

#1
So here are the current notes on mass battles for the third book.

Scouting
Patrols
Infiltration

Sequence
At the start of each turn roll a contest of Leadership between the two sides to determine which side has the initiative.
The side with the initiative activates their units and characters first. Charging a unit allows them to react immediately if they haven't been activated previously that turn.
A charged unit can react by counter charging, standing fast, withdrawing, or openning fire.
Charging and Countercharging units meet in the middle, with Lances and Great Weapons striking before others.
Units standing fast strike first against chargers with shorter weapons. Units openning fire do so when the chargers are half way to them but cannot fight back this turn as they have waited until they could see the whites of the enemy's eyes.
Units withdrawing make a normal move away from the enemy, which may prevent combat but if it doesn't, they have to fight last regardless of the length of their weapons or their

Speed ratings.
A unit wishing to engage a foe within half of their movement rate may opt to advance into combat instead of charging. In this case, the enemy may only stand fast, open fire, or withdraw. However the advancing unit can only make a half move and is thus less likely to catch withdrawing foes.

Movement
Bare Bones is intended as a game of broad, sweeping moves. When a unit moves, the leader is moved first and the whole unit follows, filing in behind him. Units deployed in a formation must roll their Discipline or have their movement rate cut in half. The distances given are intended to be treated as inches when using 25mm figures and centimeters with 15mm.

While Bare Bones doesn't have detailed rules regarding formations, there are distinct advantages to having your troops in ranked block formations, not the least of which is movement trays. A unit with men separated is more easily broken through and dead men don't fight back. Being charged doesn't normally provide an opportunity to dress your ranks, so a loosely organized unit will have fewer figures in combat.

Option - Movement Trays and Stands
If you're playing with really large forces or a small scale, you may want to arrange your figures on 4 x 5 inch movement trays. These make it easy to move the whole unit at once. To further save time, units with twenty figures on the tray can be assumed to be in tight formation and those with only ten can be assumed to be in loose formation.
If you're using movement trays, you can speed things up even more by assuming that template weapons get 1d6 hits against loose formation trays and 2d6 against tight formations.

Movement Rate By Type
Infantry 12 inches / turn
Cavalry 24 inches / turn
Fliers 36 inches / turn


Frontage
The front of a figure is in front of it and the rear is behind it. Any foes in front of a figure and in line of sight can be targeted or charged. Units draw their frontage from the leader’s frontage and thus have a larger and vulnerable rear.

Front
--------O--------
Rear

Ground Scale
1" = 2 paces, Bare Bones is never dependant on your ability to guess ranges, so if you want to use a gridded surface you may safely do so.

Units

Figure the target number for removing a single figure is Targets Might + Will - Attacker's Might + Modifiers since this must be met or exceeded, it takes one less point of damage to remove a figure by this method.

Formation Fighting
Units with the Discipline skill can use it to get in position to take advantage of the following abilities. These formations are only effective when all the figures are in base to base contact.

Get In Formation

5- Parade Grounds
4- Battle Field
3- Under Threat
2- Under Fire or Charged

Massed Fire - The front rank of the unit fires kneeling allowing the second rank to shoot as well.

Phallanx - The unit can fight in two ranks with spears or pole arms that are being wielded as spears. Note that the second rank doesn't get the advantage in the order they attack normally confirred by their length.

Pike Block - The unit can present a dense hedge of pikes to the enemy allowing three ranks of troops to attack if the unit is charged from its front. Units in a square or circle can present a pike block that is able to fight in all directions.

Shield Wall - The figures in the front of the unit interlock their shields defensively. This allows the front rank to fight defensively just like characters while any figures with spears or polearms in the rank behind them can attack over their shoulders. Note that spears and polearms don't get any other advantage from their reach when fighting from the second rank.

Morale
Will-

Took more casualties than enemy -1
Outnumbered -1
Desperate Circumstances +1

Leadership: a leader can confer their Will for morale and command tests to all subordinate figures within a radius of their level. In such cases, the leader's skill is also used to make the roll.

Command Radius
Leadership Level x 1" + 1" banner or musician.

Winning The Battle
A battle is only won when one side is destroyed or withdraws. If time is short a player may chose to concede rather than playing out the withdrawal. In a campaign game a withdrawal can be vital as it allows an army to regroup and contest enemy movements while destruction leaves the land open to the enemy’s depredations.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

And the notes on campaigns and vehicles and setting costs for races.

Warband Campaigns
   The simplest form of campaign is a series of linked battles with a continuing story line that focuses on small war bands following a champion.  Each player begins with 100 shillings and a 3 point hero.  Battles can be fought using the battle rules on an 8' x 4' table or the personal combat rules on a 4' x 2' one.

Realm Management Games

   The Epic Campaign
      In an Epic Campaign, each player begins with a Barbarian Band in the wilderness and a single hero with three points to spend.  The objective of the campaign is realm building and the scope is measured in centuries.

   Initial Set up
      Barbarian
         Band   wood, plains, mountain
         Tribe   2 woods, 2  plains, 2 mountains
         Clan   4 woods, 4 plains, 4 mountains
      Nomad
         Band   3 plains
         Tribe   6 plains
         Clan   12 plains
      Reaver
         Band   1 plains, 2 coasts
         Tribe   2 plains, 4 coasts
         Clan   4 plains, 8 coasts
      Feudal
         Hamlet 1 plains or mountains, 1 fields, 1 river or lake
         Village3 plains or mountains, 2 fields, 1 river or lake
         Town   6 plains or mountains , 4 fields, 1 river or lake
      City      12 plains or mountains, 8 fields, 2 rivers, lake, or coast

Frontiers
   The number of hexes that must separate player realms.

Roleplaying Campaigns

   The Epic Journey
   The Established Heroes



Realm Management Campaigns
   Each year there are three battle phases, followed by the winter phase.  If an army is destroyed in battle it cannot regroup to contest future enemy movements.

Combined Campaigns

The Rotating Game Master

Racial Ability Costs

Area
Armour
Attack
Immunity
Modifier
Movement
Resisted Effect


-1 one use per battle
-1 no hands

Absorbtion
   One point buys two extra points of damage absorbtion, one above the disabled level and one below it.  As such one point buys one point of damage absorbtion as it is recorded.

Area
   Each inch radius effected by an ability costs one point.  Other areas can be figured at a rate of 3 x radius squared square inches per point.

Armour
   Each point of armour costs one point.

Attack
   Attacks cost one point for each point added to the trait value used by the attack.  

Duration
   Most abilities are permanent things that go on long after the cause was used.  However they all also have ways of being overcome by real world means, like repairing a wall or throwing a bucket of water on a person in an enchanted sleep. Even attacks are, since the damage they cause only heals slowly.  Abilities that require constant concentration to maintain cost one less point.  Abilities that have lingering effects like a wall of fire's attack cost one more point.

Immunity
   Narrow imunity to a specific attack type costs one point, imunity to all but one attack type costs two points.  Broad immunity that must be deactivated in order to attack costs two points.

Modifier
   Narrow situational modifiers to skills and traits cost one point and modifiers to die rolls cost two.  Broad modifiers cost double.

Movement
   Every twelve inches of movement costs one point.  Terrain type exchanges are free.  Ignoring one type of terrain costs one point and ignoring all terrain costs two.

Range
   Each inch of base range costs one point.

Resisted Effect
   Resisted effects are based on a trait and modifiers can be bought normally.  Minor effects cost one point and major effects cost two.

-1 one use per battle
-1 no hands

Flight
   Flight makes a character imune to melee attacks by non-flying foes but it also prevents the flier from atacking them without landing and allows terrain to be ignored.
   12"   2 points
   24"   3 points
   36"   4 points

Immaterial 4 points
   Immaterial creatures can pass through terrain without penalty and are immune to all but magical attacks, but are still able to attack normally.

Armoured Hide 1 point per point

Size   +/- 0 points
   Larger and smaller creatures are easier or harder to hit and can take less or more damage.  Each point a bonus or penalty to be hit is traded off for a one point bonus or penalty to damage absorbtion.

Firey Breath   4 points
   A Might based ranged attack with base range of three inches and a two inch area effect.

Mind Reading   4 points
   A Will verses Will resisted effect with a base range of three inches.


Structures
   All models, be they vehicles or castles are designed as structures.
Size
   The size of a structure determines how many troops and goods it can contain.  One space is enough room for one man sized figure.  The weight given on the Materials table is for an empty structure.  Features like sails, wheels, and steam engines add additional weight.

   Material                  Weight
      Wood      2 Armour   Hits x 1   Size x 1
      Stone      3 Armour   Hits x 2   Size x 2
      Metal      4 Armour   Hits x 3   Size x 3
Mode
   Vehicles need wheels, skids, or a floating structure

   Floatation      Drag x 1
   Skids         Drag x 1 / x 5
   Primitive Wheels   Drag x 4
   Simple Wheels   Drag x 3
   Complex Wheels   Drag x 1

            Power            Crew
   Draft Animals      Might x Might x Number
   Mechanical Drive   Weight
   Steam Engine      Weight x 2
   Oars         Might x Might x Number / 2   Number
   Poles         Might x Might x Number   Number
   Basic Sails      Weight / 5         Weight / 5
   Sails         Weight / 4         Weight / 4
   Advanced Sails   Weight / 3         Weight / 3

Draft animals can power a mechanical drive on a floating structure but must be accommodated aboard.

Poles must reach the ground and cannot be arranged in decks.

Speed
   The top speed of most vehicles is based on the Speed of the draft animals or the wind.  However, it can take a long time to get up to speed and the animals can get tired right out.

Turning Radius
   A vehicle's length is also the distance it must move straight ahead before turning.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

One thing that occurred to me in the course of running the game last night is that the experience system needs work.

I'm thinking you should get the Mettle value of anyone you defeat in combat or social activity and need ten times your mettle to advance one point. This would automatically pro-rate experience to the ratio of ability without making it extra math.

See, I really want to avoid specific skill experience or any other such book keeping.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

#4
Well, here's a tidied up and revised version of the rules in plain old html.

http://www3.telus.net/public/uncouths/oldbones.htm

I've renamed some stats, unified racial traits, recounted point values, tweaked combat a bit, the usual stuff.  I still need to go through the spells and clean them up a bit.  I'll probably double the number of spells on each list when I get around to finishing up the campaign rules.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

So as I'm tidying up the odds and ends on Campaigns and Battles I'm wondering how I should format this.  One big book or several booklets.  Booklets have interesting marketing potential and can break it down from a big scary game into a series of small, simple games.

Any thoughts?
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Silverlion

Booklets seem to be a good call, it's very much the way Warcosm comes (an awesome game.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

David Johansen

Booklets certainly would reduce the amount of art I need to do.  :D

And they can be compiled into a nice trade hardback eventually without reformating.

So, heres what I'm thinking:

Race specific battles booklets with the rules and an army list.  These could be bundled with miniatures sets as one sided starters.

Dungeon Board Game booklets with pregenerated heroes and monster sets.  Again easy to produce with a specific monster and hero set.

Roleplaying booklet with character creation combat and magic.

Bestiary booklet with monsters and standard characters.

Realms booklet with stand alone campaign system.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

Models
   As discussed earlier, the term model refers to objects that do not act of their own volition, like vehicles, buildings, and war machines.

Movement
   A vehicle is a model that is capable of moving. Generally, a vehicle will be pushed, pulled, carried, rowed, or sailed.  The vehicle's Size is the main factor in determining how fast it moves.  Size is directly equivalent to the base racial Strength score used to determine mounted movement rates, with each point indicating a doubling of the weight.  This means that having two Strength seven horses pull a chariot only provides a one point bonus and four only provide a plus two.

A vehicle can only make a single forty five degree turn during its turn.

Carried
   Palanquins, sedan chairs, and howdahs are all carried vehicles.  These work almost exactly the same as mounted warriors except the weight of the vehicle is a consideration.

Bearer's Strength - Size > 3   Full Move
Bearer's Strength - Size = 3   Half Move
Bearer's Strength - Size = 2   Quarter Move
Bearer's Strength - Size < 2   Too Heavy to Carry

Pushed
   A pushed vehicle does not require a special harness to move but also places a limit on how many figures can effectively get in contact.  Siege towers and similar war machines are often pushed.

Pushing Strength - Size > 2   Full Move
Pushing Strength - Size = 2   Half Move
Pushing Strength - Size = 1   Quarter Move
Pushing Strength - Size < 1   Too Heavy To Push

Pulled
   Harnessed draft animals can pull a wheeled vehicle very fast.  A harness increases the number of animals that can pull the vehicle and makes turning much easier.

Pulling Strength - Size > 1   Full Move
Pulling Strength - Size = 1   Half Move
Pulling Strength - Size = 0   Quarter Move
Pulling Strength - Size < 0   Too Heavy To Pull

Rowed
   Oars require quite low friction to function and as such are only used on boats and ships.  Unlike other forms of propulsion, oars don't use the movement rate of the rowers as the basis for the vehicle's movement.

Rowing Strength - Size > 0   Move 6
Rowing Strength - Size = 0    Move 3
Rowing Strength - Size = -1   Move 1
Rowing Strength - Size < -1   Too Heavy to Row

Sailing
   Sailing ships are at the mercy of the winds and tides.  The distance a model ship can move is determined by the direction and speed of the wind.  The sails can be adjusted to take advantage of a wind from any direction except the ninety degrees directly ahead.  If a ship turns directly into the wind it will make a half move and come to a stop.  If the ship moves with the wind it travels faster than if it moves against it.  Seamanship skill allows a vessel to turn faster and to avoid crew casualties when the ship takes damage.

Wind Speed = 1d6 x 4
Sail Strength = Wind Speed d6 Roll + Sail Strength
Wind Direction = Random

Sail Strength - Size > 0   Wind Speed
Sail Strength - Size = 0   Half Wind Speed
Sail Strength - Size = -1   Quarter Wind Speed
Sail Strength - Size < -1   Not Enough Wind

    \         A
90* <{=> ------
    /          B

Hits
   The hit point values for models reflect the damage required to immobilize, sink, or otherwise cripple them rather than totally destroying them which takes twice as much damage.  Piercing attacks are completely ineffective against the vehicle itself but may harm the crew.  Sails are large and thin and as such only take one point of damage from slashing attacks.

Damage Locations
1   Sails, Harnessed Animals
2-3   Top Deck, Sailors, Riders
4-5   Lower Deck, Oarsmen, Cargo
6   Water Line, Wheels

Fire and Wooden Models
   Wood and canvas structures burn.  Fires inflict 1d6 damage per turn.  They also spread.  If a fire causes five or six points of damage a second fire begins which will also cause 1d6 damage per turn.  Troops can carry burning arrows or fire pots for slings, catapults can fire larger fire pots.  Smaller weapons cause 1d6 fire damage.  Catapult loads do 1d6 + 3 damage.  In either case, if the attack fails to start a fire it goes out and causes no further harm.


Artillery

Ballista: an oversized crossbow that fires spears, usually powered by torsion from twisted ropes.

Scorpion: a spring powered weapon that fires a hail of bolts.

Catapult: a sling at the end of a long arm mounted on a heavy frame uses torsion from twisted ropes too fling large rocks.

Oranger: a smaller catapult firing smaller rocks, generally powered by torsion from twisted ropes but occasionally spring powered using saplings.

Trebuchet: a huge catapult that throws huge rocks by using a large counter weight.

Hand Cannon: a primitive, large bore firearm that must be mounted on a rest before firing.

Volley Gun: a collection of hand cannon sized firearms mounted on a single frame with a single fuse.

Field Gun: a light cannon mounted on large wheels for easy deployment on the battle field.

Naval Gun: a heavy cannon mounted on small wheels for firing from a ship's deck.

Siege Cannon: a huge, static, short barreled cannon, generally made of wood reinforced with iron bands that is used to breach the walls of fortresses.  A Siege Cannon is aimed when it is built and cannot be moved or targeted.

Artillery
Weapon   Weight   Damage   Range   Load   Volley
Ballista   4       1d6 + 6   30   2   2
Damage    4      1d6 + 4   20   8   8
Catapult   16      1d6 +10   40   8   1
Oranger   8      1d6 +8   35   4   1
Trebuchet   32      1d6 + 12   45   16   1

Hand Cannon   2      1d6 + 6   25   4   1
Volley Gun   8      1d6+6      25   16   8
Field Gun   8      1d6 + 8   30   8   1
Naval Gun   16      1d6 + 10   35   16   1
Siege Cannon   32      1d6 + 12   40   32   1

Buildings

Fortifications

Vehicles
   The following vehicles are designed for humans and assume strong men and large horses are doing the work.

Palaquin
   2 Carried (Strength 5)
   Capacity: 4
   Size: 3
   Weight: 4
   Armour:1
   Hits: 4

Sedan Chair
   4 Carried (Strength 6)
   Capacity: 4
   Size: 4
   Weight: 8
   Armour: 2
   Hits: 16

Chariot
   2 Harnessed (Strength 9)
   Wheeled
   Capacity:8
   Size 5   
   Weight: 16   
   Armour: 2
   Hits: 20

War Wagon
   4 Harnessed (Strength 10)
   Wheeled
   Capacity:32
   Size: 7
   Weight: 64
   Armour: 2
   Hits: 28
      
Siege Tower
   Pushed
   Wheeled
   Capacity:80
   Size: 8
   Weight: 160
   Armour: 4
   Hits: 32 x 2

Boat
   8 Oarsmen (Strength 7)
   Capacity: 32
   Cargo: 0
   Size: 6
   Weight: 64
   Armour: 2
   Hits: 24

Long Ship
   16 Sailors
   128 Oarsmen (Strength 11)
   128 Sails (Strength 8)
   Capacity: 512
   Cargo: 256
   Size: 12
   Weight: 2048
   Armour: Hull 4, Sails 1
   Hits: Hull 96, Sails 8
   
Galley
   Ram
   8 Sailors
   64 Oarsmen (Strength 10)
   64 Sails (Strength 7)
   Capacity: 256
   Cargo: 128
   Size: 11
   Weight: 1024
   Armour Hull 4, Sails 1
   Hits: Hull 88, Sails 7
   
Bireme
   Ram
   32 Sailors
   256Oarsmen (Strength 12)
   256 Sails (Strength 9)
   Capacity: 2048
   Cargo: 752
   Size: 14
   Weight: 8176
   Armour: Hull 4, Sails 1
   Hits: Hull 112, Sails 9

Trireme
   Ram
   64 Sailors
   512 Oarsmen (Strength 13)
   512 Sails (Strength 10)
   Capacity: 4096
   Cargo: 2024
   Size: 15
   Weight 16352
   Armour: 4, Sails 1
   Hits: Hull 120, Sails 10
 
Cog
   512 Sails (Strength 10)
   64 Sailors
   Capacity: 1024
   Cargo: 512
   Size: 13       
   Weight: 4096
   Armour: Hull 4, Sails 1
   Hits: Hull 54, Sails 10

Caravel
   1024 Sails (Strength 11)
   128 Sailors
   Capacity: 2048
   Cargo: 1024
   Size: 14       
   Weight: 8192
   Armour: Hull 4, Sails 1
   Hits: Hull 112, Sails 11

Construction
   Vehicles and structures are designed by setting their capacity based on their size, choosing materials, and allocating it to propulsion, cargo, and weapons..
 
Capacity = 8 x cubic inches

      Armour   Hits      Weight
Canvas   1      1 x Size   1 x Capacity
Wood      2      4 x Size   2 x Capacity
Stone      3      2 x Size   3 x Capacity
Metal      4      8 x Size   4 x Capacity

Heavy      x 2      x 2      x 2
Solid      x 4      x 4      x 8

A figure's Size is normally equal to the base Strength for its race.  The exception, of course, is Large, Huge, and Gigantic creatures which have a Size equal to their Strength.

Design
Size   Weight
1   1
2   2
3   4
4   8
5   16
6   32
7   64
8   128
9   256
10   512
11   1024
12   2048
13   4096
14   8192
15   16384

Movement Rate = Weight / Power

Carried
   Carried vehicles generally have poles, handles, or straps to make them easier to handle.  These are simply part of the vehicle's structure and need not have any weight allocated to them.

Harness
   A harness allows a quadruped to pull a vehicle.  The harness is weak spot of pulled vehicles.

Oars
   The weight allocated to oars includes a bench for oarsmen.  Each oar is generally handled by two men. Rowing is very good exercise and most oarsmen are Strength 4.

Sails
   Sails are a canvas structure that catches the wind.  They require crew equal to one eighth of their allocated weight to adjust position and speed.

Steam
   Steam engines are heavy and unreliable.  Many settings lack them entirely, and they are mainly included by way of completeness.  Steam engines have a Strength value based on their weight and require an equal weight in fuel.

Floatation
   A figure can move far more weight when it its floating in water.  The relative Strength of the figure is +2 (x4 weight).

Wheels
   A figure can move far more weight when it is on wheels than carrying or dragging it directly.  The relative Strength of the figure is + 4 (x16 weight)
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

Battles
   A full fledged battle between armies of painted miniatures and modeled scenery is the most spectacular aspect of table top gaming.  Set piece and campaign battles are fought with a streamlines version of the combat rules.  There are special rules regarding selecting forces, scouting, setting up the battle field, deployment and morale.

Marshaling The Forces
   In a campaign game, the forces available are often determined in play.  Otherwise, a fairly balanced game can be achieved by determining the number of units to be fielded, generally by setting the size of the settlement fielding them.  The objective of this system is to provide a reasonably balanced game without resorting to a complex point system.

Characters
   An army will be lead by exceptional individuals like generals and heroes and sorcerers.  Characters are normally three point individuals but three can be traded in for a single six point character.  Characters can be equipped with normal gear appropriate to any troop type found normally found in the army.  The total racial points modifiers for a character and their mount must be balanced out by increasing or reducing the Skills and Trait modifiers for the character type.  Mounted characters must be in a force that meets the Husbandry skill requirements discussed under Units and have a mount provided from the number of figures available.

         Available Characters            
Village or Band   1
Town or Tribe   3
City or Clan      6

3 Point Characters
Captain
Champion
Magician
Rogue

6 Point Characters
count as 3 characters
General
Hero
Wizard

Units
   A unit is a group of figures with the same statistics and equipment.  To some extent this can simplified by removing the differences between some weapon and armour types.  A unit may freely mix one handed weapons and shields, spears and shields, two handed weapons, and any armour with the same rating.  Different missile weapons cannot be mixed within a unit.

   Units are generally deployed on two by five inch movement trays to speed up play.  Large units can be fielded on multiple trays.  Specialized formations are handled with special rules rather than being represented by the positioning of the figures on the table top.

Frontage

       FRONT  
      OOOOO
Flank      OOOOO Flank
      OOOOO
     /   Rear    \


   The racial points modifier reduces the total number of troops available in a unit.  Races with a -1 points modifier can take ten figure units of green troops by counting them against their Veterans and races with a -2 points modifier can do so by counting them as elites.  In some cases a race will have a skill that duplicates one provided by the troop type and this should be accounted for in their points value.  Cavalry must have Horsemanship skill and, just like other equipment upgrades, the cost of the mounts must be paid out of the treasury.  All or none of the figures in a unit must be provided with mounts.
   War dogs and similar beasts can be purchased with currency to a maximum of two beasts per point of Husbandry skill in the force.  One beast handler can manage four beasts per Husbandry skill point but caring for and feeding the animals requires more man power.

   Note that this doesn't accurately represent the population growth because the larger settlements require more local defense and peace keeping forces. (or, just possibly, because they reflect reasonably sized forces to collect in miniature).  

Figures Per Unit = 10 + Racial Points Modifier
Mounted: Apply both points modifiers and count as two figures

         Available Units
            
Village or Band   4
Town or Tribe   8
City or Clan      12

Options
Green      maximum 1:1
Veteran   maximum 1:2
Elite      maximum 1:4

Beasts and Mounts
   Mounted troops must have Horsemanship 1+
   May purchase 2 Beasts or 1 Mount per level of Husbandry
   Handlers can handle 4 beasts per level of Husbandry

Barbarian      
   Green: Bondsmen
   Veteran: Hunters   
   Veteran: Warriors   
   Elite: Thegns   
Feudal
   Green: Levy      
   Veteran: Men At Arms   
   Elite: Retainers   
   Elite: Knights   
Nomad
   Green: Riders      
   Veteran: Raiders   
   Elite: Ravagers   
Reaver
   Green: Bondsmen   
   Veteran: Dogs      
   Elite: Wolves   
Classical
   Green: Militia      
   Veteran: Soldiers   
   Elite: Cavalry   

Currency
   Outside of the regular troops available to a settlement or culture, a commander will have access to some money with which to purchase improved gear, mounts, war machines, beasts, monsters and mercenaries.  These costs are listed with their descriptions elsewhere in the rules.  If a conversion is needed one crown equals one thousand shillings.

Village or Band   10 Crowns
Town or Tribe   20 Crowns
City or Clan      40 Crowns

Scouting
   Before the battle begins, the attacker sends out scouts and the defender sends out patrols to locate the enemy and chose the most advantageous location for the battle.  Scouting determines how the scenery is laid out and the forces are deployed.  Each player determines which forces will be scouting and totals a scouting value. As they are spread out and away from the main force scouting units will often be unavailable to fight in the battle.
   The basic scouting value for a figure is their Woodcraft skill.  Fast figures get an additional point.  Fliers count their Awareness per figure but cannot use their Woodcraft.  Patrols get an additional point per figure.

   Scouting Value
      Infantry   Wood Craft
      Cavalry   Wood Craft +1
      Fliers       Awareness

Scenery
   The placement of scenery in a campaign game should strongly reflect the scenery on the campaign map.  In either case, the scouting and patrol results are used to determine how much scenery each player places.  A piece of scenery is roughly defined as an area of 36 square inches.  There should be at least one piece for every square foot of table space.  The players take turns placing scenery, with the highest scouting total placing the first piece.  If one side has more than twice the other's scouting total they get to place two pieces of scenery before the other side places their first piece.

Deployment
   The battle field should be divided into nine zones.  Normally both players deploy on opposite long edge zones, but different situations can result in one force occupying the center or an end zone.  The players take turns placing units.  The side with the fewest scouting points must place a unit first.  If one side has more than double the other side's scouting value the other side must set out two units before they place their first.

Infiltration
   The side with the highest scouting value automatically has one scouting unit return at the start of the game.  This unit can be placed anywhere on the battle field without regard to deployment zones.

Initiative
   Mobility rules the battle field.  Units are moved in order of their movement rates with the sides taking turns, but since many units will have the same movement rate.  At the start of the game, a contest of Leadership is rolled for each side to determine which side moves a unit first with the defender winning ties.

Initiative
   Leadership, Intellect
   Contested

Sequence and Movement
   Units are activated in order of their Movement rates.  Fliers move first, then fast figures, and lastly normal units. Crossing difficult ground reduces a units movement rate and changes its place in the sequence.  The movement of every figure in the unit does not need to be measured.  The leader is moved first and must face in the direction they moved. The rest of the unit is then moved and arranged beside or behind them. Battle rounds are longer than personal combat rounds so a unit can move twice their normal movement rate on their turn but they cannot move closer to the front of an enemy unit than its movement rate.

Example: A cavalry unit can move 48 inches in a single round.  However they would need to stop at least 12 inches from an normal unit, 24 inches from a fast unit, or 36 inches from a flying unit.

Charging
   A unit can declare a charge as part of its move.  Because battle moves are broad and sweeping a charged unit will be able to react to the approach of a screaming mob of frothing maniacs.  No unit can move closer to the front of an enemy unit than its movement rate without stopping their move for the turn and declaring a charge.  A charge can only be declared against enemies that are in front of them.  This allows the other unit to respond on its next turn.  If it also declares a charge the two units meet in the middle.

   Units entering close combat are aligned corner to corner, ensuring that they will all be in contact with the enemy.  If a unit is charged from the side or rear it is turned to face the attackers unless it is already engaged from the front.  Even then it is assumed that the units become sufficiently entangled and intertwined that the unengaged figures in the charged unit move to where they can fight and five figures on both sides are able to fight.  In all cases partial contact and clipping is strictly prohibited.  Get stuck in.


Clipping
(this is illegal)

OOOOO
OOOOO
   XXXXX
   XXXXX

Formation Fighting
   Units with the Discipline skill can use it to get in position to take advantage of the following abilities.  These formations are only effective when all the figures are in base to base contact.

Get In Formation

   5-   Parade Grounds
   4-   Battle Field
   3-   Under Threat
   2-   Under Fire or Charged

   Hedge Hog - The unit cannot move or counter charge but treats all directions as its front for purposes of enemy units approaching or charging.

   Massed Fire - The front rank of the unit fires kneeling allowing the second rank to shoot as well.  This could also allow a unit with long bows to form a wedge to similar effect.

   Phallanx - The unit can fight in two ranks with spears or pole arms that are being wielded as spears.  Note that the second rank doesn't get the advantage in the order they attack normally confirred by their length.

   Pike Block - The unit can present a dense hedge of pikes to the enemy allowing three ranks of troops to attack if the unit is charged from its front.  Units in a square or circle can present a pike block that is able to fight  in all directions.

   Shield Wall - The figures in the front of the unit interlock their shields defensively.  This allows the front rank to fight defensively just like characters while any figures with spears or polearms in the rank behind them can attack over their shoulders.  Note that spears and polearms don't get any other advantage from their reach when fighting from the second rank.

Fighting
   Combats are fought until one side breaks off.  After each round of fighting morale must be checked to see if any units tied up in the fray withdraw or flee.

Melee
Agility, Fighting Skill
+1 two weapons
+1 invigorated
-1 Bad Light
-1 Bad Footing
-1 Defended Position

Shooting
   With a battle round being much longer than a personal combat round it is possible for a unit to fire all of their ammunition in a single turn.  A unit can fire once per turn and make a full move, make a half move and fire their volley rating per figure, or remain stationary and fire their full volley rating per figure.

Shooting
Agility, Shooting Skill
Half Move, Full Move
+1   Invigorated
-1   Range to Range x 2
-2   Range x 2 to Range x 4
-4   Range x 4 to Range x 8
-1 Moving
-1 Bad Light

Defense
   A unit sacrifices a number of dice from its next attack based on the number of hits the enemy achieved.  In battles this is true for missile fire and melee as tracking half move actions is too cumbersome.

Defending
Agility, Fighting Skill
Full Move, Free Attack
+1 Shield or Cover
-1 Missile Attack

Weapons
   One Handed   Might + 1d6
   Two Handed   Might + 1d6 + 2

Charging With Lance +2
Receiving Charge With Spear or Pike +2

   Sling      Range 3", Volley 4
   Bow      Range 4", Volley 4
   Long Bow   Range 5", Volley 4
   Cross Bow   Might +2 +1d6, Range 5", Volley 2
   Harquebus   Might + 2 + 1d6, Range 4", Volley 1

Eliminating Figures
   There's no point in tracking the damage inflicted on figures in units.  Instead, full figures are removed when they take half their normal hit points from a single hit.  Casualties are removed from the rear of the unit as men in the front fall, those in the rear come forward to take their place.  This means a unit fights at full strength until its ranks start to thin out.

Breaking Through
   If a unit suffers enough casualties to make an opening in its center the attacking unit can make a free disengaging move by passing straight through the gap.

Morale
   Most soldiers are not willing to throw their lives away for a lost cause.  While the basic psychology of warfare draws strongly on the fact that those still fighting aren't among the wounded and dying and can maintain the belief that it won't happen to them, it gets harder to exist in this state of denial when all your comrades have fallen.
   With very few exceptions, troops will flee if the fighting goes against them.  A morale check is required any time a unit takes more casualties in a round than are suffered by the enemy.  In particularly desperate circumstances when flight is impossible, units are more likely to stand their ground.  For instance if there is nowhere to run or a unit is fighting to protect its home and family.  If a fleeing unit comes within the command radius of a character they may attempt to rally them with a Leadership check.  If they come in contact with a friendly unit that unit must also make a morale check or begin to flee.
   If a unit fails a morale roll they will move away from the enemy at a run on their next turn instead of attacking or defending.  In subsequent rounds they run towards their own table edge until they rally.
   If they have nowhere to run, they will attempt to surrender.  A unit that surrenders is placed under the control of the other side as long as they are escorted by an equal number of troops.  They will not fight their own forces but can be traded for prisoners or ransomed if they are moved off the table by their escorts.
   Failure to accept a surrender results in the unit fighting on in desperation as they seek an opportunity to flee.  Such units are frenzied and reckless, attacking with abandon without making defense rolls and no longer need to make morale checks.  If they break through they will flee haphazardly toward the nearest cover where they will disperse.

Morale
   Will, Discipline
   Automatic, Invigorated
   Took more casualties than enemy -1
   Outnumbered -1
   Desperate Circumstances +1

   Leadership: a leader can confer their Will for morale and command tests to all subordinate figures within a radius of 6 times their level.  In such cases, the leader's skill is also used to make the roll.

Rallying
   Will, Leadership
   Full Move, Half Move

Morale States
Invigorated
   The unit is not only undismayed but genuinely encouraged by their dire straights.  Add one to all attacks made this round.

Confident
   The unit is still in the fight and unbroken.

Disheartened
   The unit is losing confidence but not ready to give up.  They will disengage on their next turn but will not flee.  Disengaging units move six inches away from the enemy and retain their facing.  They do not attack but can still defend.

Broken
   Broken troops flee or attempt to surrender.  Fleeing units make a full move away from the enemy on their next turn.  They will not attack or defend while doing so. If they cannot flee or surrender they become panicked.

Panicked
   The unit is desperate to escape its doom.  They no longer make morale checks nor do they defend.  If they get an opening they will flee as if broken but cannot be regrouped by any means.

Winning The Battle
   A battle is only won when one side is destroyed, flees, parleys, or withdraws.  If time is short a player may chose to concede rather than playing out the withdrawal.  In a campaign game a withdrawal can be vital as it allows an army to regroup and contest enemy movements while destruction leaves the land open to the enemy's depredations.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Narf the Mouse

The font is small and hard to read. The idea looks interesting, though.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

David Johansen

I think that the font's not so much of an issue when it's printed but yeah, on a computer screen it comes off as very small.  I wonder if it's worthwhile doing a 12 point version and a 9 point version.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Narf the Mouse

Quote from: David Johansen;364602I think that the font's not so much of an issue when it's printed but yeah, on a computer screen it comes off as very small.  I wonder if it's worthwhile doing a 12 point version and a 9 point version.
9-point? That is too small. Try 10-point.

Also, the computer screen can print things larger than the average sheet of paper.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

David Johansen

I like 9 point for booklets but on screen it is too small.  Since I was formating it as 8.5 x 5.5 booklets for printing I did it with 9 point.  Another odd thought, If I did a computer screen friendly 12 point version would it be better to put it in landscape?
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Narf the Mouse

That's beyond me. I'm just pointing out that some of us, the eyes are going.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.