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A Set Of simple fast Play rules for the age of Muskets, it has an unusual turn system
the game uses turns unusualy, whenever a double is thrown the turn flips to the other side.
movement has 3 ranges short Medium or Long, foot is short 6 inches, things like boats medium 12 inches, horses long 18inches. the player whoes turn it is can move one fig at a time. with the turn ststem you never know if your group can get big enough for an attack.
if a fig moves or fires any enemy fig in range may melee or fire .
you can only attack one fig in any attack.
each attack uses the to hit table, you roll 2 D6s and add or subtract Modifiers and see if you have hit, if you hit you roll 1 D6 and apply the result from the attack result table
a wouned fig May fire but not move
TO HIT TABLE (You Must roll equal or below to hit)
short medium long
———————————-
musket 7 9 11
pistol 6 10 –
bow 8 10 –
sword 8 – –
knife 9 – –
axe 8 – –
TP HIT MODIDIERS
Target in Cover + 3
Target Armoued + 2
Target Moving Fast + 2
Attacker Moving Fast + 3
Attacker has supporting figs in short Range and in the attack + 1 for every fig(this Mod makes you stick with groups in your games like squads)
if attacker is within short range of a Leader + 1
if target is within short range of a Leader – 1
ATTACK RESULT TABLE
1 Dead
2 Dead
3 Wounded
4 Wounded
5 Graze
6 Graze
WW2 Mod
1 Dead
2 Dead
3 Wounded
4 Wounded
5 Suppressed
6 Suppressed
a suppessed fig may not fire, it may only retreat. and use muskets and knives as main attacks on the tables.
if in range of a leader you may try a rally roll by rolling a D6 1,2, or 3 tou rally but 4, and 5 you remain suppressed a 6 and you refuse any orders in effect out of the fight
I made a mistake writing these rules, I intended to add each turn sequence a fig can only attak once BUT allowing them to attack everytime an enemy moves or attacks in range works alot better, it made for a more fun experience, it made sence to everybody reloads and flaireups at differrent locations was great.