Difference between revisions of "Wargame Skirmish"
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| date =2010 | | date =2010 | ||
| players = 2+ | | players = 2+ | ||
| status = | | status =Playable | ||
| locked = true | | locked = true | ||
}} | }} | ||
Using these cards, carry out a tabletop skirmish. | Using these cards, a coin and a ruler, carry out a tabletop skirmish. | ||
==Special Rules== | ==Special Rules== | ||
To play Missions (rather than last man standing) one or more players may include a V.I.P. and/or an ENGINEER in their team but no more than one of each type (hence their free cost). | |||
The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and choose your Models, then for each Model on the tabletop ensure a copy of that Model is in the Activation pile. | |||
Activation cards are kept face down and are shuffled for random activation unless you still have your Commander (Only one Commander is allowed per army as with the other 0 cost Models) in which case you may order the cards to your preference but once the turn has begun, the cards may not be rearranged. If you flip over the top card of the Activation deck and no Model can be matched, this does not forfeit your initiative, instead flip your next card over until you do find a match. When both players have depleted their Activation decks, the current turn is over and a new turn begins by re-allocating orders and readying the Activation decks. | |||
Order card(s) are placed face down under/beside each Model at the start of each turn which will determine how the Models may act. | |||
A Model may pass without using (and revealing) it's second order. | |||
Each time a Model reveals an order it must be carried out fully before either passing initiative to the next player or revealing a second order for the same model and then passing initiative to the next player. | |||
==Card List== | ==Card List== | ||
Line 38: | Line 37: | ||
|type=Order | |type=Order | ||
|text=Model may move up to 20cm OR | |text=Model may move up to 20cm OR | ||
Flip - Win: 40cm, Lose: 10cm | Flip - Win: 40cm, Lose: 10cm | ||
|bgcolor=F90 | |bgcolor=F90 | ||
}} | }} | ||
Line 48: | Line 46: | ||
|text=Line of sight requied (LOS). No range limit. | |text=Line of sight requied (LOS). No range limit. | ||
Flip: win = kill, lose = | Choose the nearest enemy model in LOS and Flip: win = kill, lose = Suppressed(the Model gains a Suppression marker). | ||
Discard two Fire orders to target anything other than the closest target within fire arc. | Discard two Fire orders to target anything other than the closest target within fire arc. | ||
|bgcolor=F90 | |bgcolor=F90 | ||
Line 79: | Line 77: | ||
|text=Each soldier in LOS to Commander has 2 hidden orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders. If not Pinned, a Commander may spend his Rally Order(s) to Rally friendly models in its LOS. | |text=Each soldier in LOS to Commander has 2 hidden orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders. If not Pinned, a Commander may spend his Rally Order(s) to Rally friendly models in its LOS. | ||
|bgcolor=03F | |bgcolor=03F | ||
|cornervalue= | |cornervalue=0 | ||
}} | |||
{{card | |||
|title=V.I.P. | |||
|type=Model & Rules / Activation Card | |||
|text=This Model cannot be replaced - if it is killed you lose the game - to win the game you must get this V.I.P beyond an opponent’s territory/edge. | |||
|cornervalue=0 | |||
|bgcolor=606 | |||
}} | }} | ||
{{card | {{card | ||
|title= | |title=ENGINEER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text= | |text=If this Model is killed you may replace it with a Model in contact to simulate picking up the explosives needed to complete the mission. The ENGINEER will destroy a satellite/ammunition dump/ etc. on a successful flip in exchange for any Order when in contact with the location card. | ||
|cornervalue=0 | |||
|bgcolor=000066 | |||
|cornervalue= | |||
|bgcolor= | |||
}} | }} | ||
{{card | {{card | ||
|title=POWER-ARMOURED | |title=POWER-ARMOURED | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text= | |text=Cannot be Suppressed. | ||
|cornervalue=4 | |cornervalue=4 | ||
|bgcolor=03F | |bgcolor=03F | ||
Line 104: | Line 106: | ||
{{card | {{card | ||
|title=HEAVY WEAPON | |title=HEAVY WEAPON | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=90 degree fire arc instead of the usual 180 degrees. | |text=90 degree fire arc instead of the usual 180 degrees. | ||
Heavy Weapon has unlimited Sentry orders | Heavy Weapon has unlimited Sentry orders. | ||
|bgcolor=03F | |bgcolor=03F | ||
|cornervalue=3 | |cornervalue=3 | ||
Line 113: | Line 115: | ||
{{card | {{card | ||
|title=FLAMETHROWER | |title=FLAMETHROWER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=Discard two Fire orders: lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. | |text=Discard two Fire orders: lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. Power-Armoured are unaffected by Flame. | ||
May optionally use conventional Fire Orders with side-arm pistol (range 30cm). | May optionally use conventional Fire Orders with side-arm pistol (range 30cm). | ||
|bgcolor=03F | |bgcolor=03F | ||
Line 122: | Line 124: | ||
{{card | {{card | ||
|title=CLOSE ASSAULT | |title=CLOSE ASSAULT | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes | |text=Any enemy Model(s) in the path of this Models movement is killed unless it is Power-Armoured. | ||
Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes. | |||
|bgcolor=03F | |bgcolor=03F | ||
|cornervalue=2 | |cornervalue=2 | ||
Line 131: | Line 135: | ||
{{card | {{card | ||
|title=SNIPER | |title=SNIPER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc. | |text=For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc. | ||
|bgcolor=03F | |bgcolor=03F | ||
Line 139: | Line 143: | ||
{{card | {{card | ||
|title=ANTI-MATTER GUN | |title=ANTI-MATTER GUN | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=Fire orders for this model are: Flip: Win: Destroy target | |text=Fire orders for this model are: Flip: Win: Destroy target Model or target Terrain Card, Lose: no effect. | ||
Cannot be given | |||
|cornervalue= | |||
Cannot be given Sentry order. | |||
|cornervalue=1 | |||
|bgcolor=03F | |bgcolor=03F | ||
}} | }} | ||
{{card | {{card | ||
|title= | |title=PARATROOPER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=This Model | |text=This Model starts off-table until it's Activation Card is turned over, when it is, place the Model on any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point. This Model will not have orders until the turn following its landing. | ||
|cornervalue=1 | |||
|bgcolor=03F | |||
}} | |||
{{card | |||
|title=LINE TROOPER | |||
|cornervalue= | |type=Model & Rules / Activation Card | ||
|bgcolor= | |text= | ||
|cornervalue=1 | |||
|bgcolor=03F | |||
}} | }} | ||
{{card | {{card | ||
|title= | |title=GREEN TROOPER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=If this | |text=Can only ever have one order and only if commander is in LOS. | ||
|cornervalue=0 | |||
|bgcolor= | |||
If this model becomes Suppressed, remove it from the game instead. | |||
|cornervalue=0.5 | |||
|bgcolor=03F | |||
}} | }} | ||
Line 203: | Line 217: | ||
|type=Hazard | |type=Hazard | ||
|text=Blocks LOS | |text=Blocks LOS | ||
Only Power-Armoured | Only Power-Armoured may move through this. | ||
Fire is removed when players place new hidden orders. | Fire is removed when players place new hidden orders. | ||
|bgcolor=E50000 | |bgcolor=E50000 | ||
Line 212: | Line 226: | ||
|type=Hazard | |type=Hazard | ||
|text=Blocks LOS | |text=Blocks LOS | ||
Only Power-Armoured | Only Power-Armoured may move through this. | ||
Fire is removed when players place new hidden orders. | Fire is removed when players place new hidden orders. | ||
|bgcolor=E50000 | |bgcolor=E50000 |
Latest revision as of 01:44, 4 July 2011
Wargame Skirmish | |
---|---|
Designer | Coprolite Golem |
Date | 2010 |
Players | 2+ |
This is a playable deck - it's finished, tested and ready to play. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Using these cards, a coin and a ruler, carry out a tabletop skirmish.
Special Rules
To play Missions (rather than last man standing) one or more players may include a V.I.P. and/or an ENGINEER in their team but no more than one of each type (hence their free cost).
The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and choose your Models, then for each Model on the tabletop ensure a copy of that Model is in the Activation pile.
Activation cards are kept face down and are shuffled for random activation unless you still have your Commander (Only one Commander is allowed per army as with the other 0 cost Models) in which case you may order the cards to your preference but once the turn has begun, the cards may not be rearranged. If you flip over the top card of the Activation deck and no Model can be matched, this does not forfeit your initiative, instead flip your next card over until you do find a match. When both players have depleted their Activation decks, the current turn is over and a new turn begins by re-allocating orders and readying the Activation decks.
Order card(s) are placed face down under/beside each Model at the start of each turn which will determine how the Models may act.
A Model may pass without using (and revealing) it's second order. Each time a Model reveals an order it must be carried out fully before either passing initiative to the next player or revealing a second order for the same model and then passing initiative to the next player.
Card List
Choose the nearest enemy model in LOS and Flip: win = kill, lose = Suppressed(the Model gains a Suppression marker).
Discard two Fire orders to target anything other than the closest target within fire arc.
Only Power-Armoured may move through this.
Fire is removed when players place new hidden orders.Only Power-Armoured may move through this.
Fire is removed when players place new hidden orders.Targets partially behind and touching this that are killed, Flip:
Win: Suppressed instead of killed. Lose: Killed.Targets partially behind and touching this that are killed, Flip:
Win: Suppressed instead of killed. Lose: Killed.