Difference between revisions of "Simplistic Wargame with four stats S.E.R.M."
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{{Infobox | {{Infobox | ||
| title = | | title =Advanced Simplistic S.E.R.M. 40 Million | ||
| designer =Coprolite Golem | | designer =Coprolite Golem | ||
| date = | | date =2011 | ||
| players = 2 | | players = 2 | ||
| status = | | status =locked | ||
| | | locked = true | ||
}} | }} | ||
Simple skirmish rules for a handfull of cards - aka "soldiers" per player. | |||
==Special Rules== | ==Special Rules== | ||
Each soldier has 4 stats: Shoot, Endure, React, Move. | |||
Both players have one of each soldier. | |||
Soldiers do not block line of sight. | |||
Each time initiative swaps, players may choose any of their soldiers, even the soldier who performed an initiative previously, to Move then Shoot or Shoot then Move. Initiative will swap after completion of one soldiers initiative or when a Move is successfully interrupted by an enemy soldiers' React roll. | |||
Whenever a six is rolled, re-roll the dice adding all results towards a total score. | |||
When a | ==Shoot== | ||
Soldiers have a forward fire arc of 90 degrees which grants a line of sight that extends out diagonally from the top corners of their card. There is no range limit. Roll 1D6 for each number allocated in the Shoot stat and compare this to the target soldiers' Endure total (they also roll 1D6 for each number allocated for their Endure stat). A higher Shoot total eliminates the target soldier. The soldier may then move if they have not already done so, then the initiative passes to the opponent who chooses any one of their soldiers to activate. | |||
==Endure== | |||
Explained above (only ever used in response to being the target of a Shoot activation). | |||
==React== | |||
Whenever a Move is made in the line of sight of any enemy soldier, their controller may make one React attempt with one soldier that has line of sight to the Move. Declare the soldier making the React attempt and roll 1D6 per number allocated their React stat. This is compared to the moving soldiers' Move roll total and if the React roll is greater than the Move roll, the moving soldier is stopped anywhere along its move path and the initiative switches to the soldier who reacted. | |||
==Move== | |||
Turning counts as the start and end of a Move. Movement is only conducted in a straight line, and will trigger a React attempt by the opponent if the movement is in at least one of their soldiers lines of sight. Before rolling for movement, declare the direction the soldier will travel. The soldier must move exactly that amount of card lengths along the declared direction. Movement will be halted before its end point if it connects with a soldier or terrain OR by a successful React attempt. When an enemy soldier is connected with this stops movement and that soldier is killed outright. If the Move was made by a soldier who has already used a Shoot in the same activation, the initiative will pass to the opponent, otherwise they may shoot. Note: If a soldier would move out of bounds, halt them at the edge instead. | |||
==Card List== | ==Card List== | ||
{{card | |||
|title=Rifleman | |||
|type=Soldier | |||
|text=Shoot1 Endure1 React1 Move1 | |||
|flavortext= | |||
|cornervalue= | |||
|bgcolor=f90 | |||
}} | |||
{{card | |||
|title=Scout | |||
|type=Soldier | |||
|text=Shoot1 Endure0 React3 Move1 | |||
|flavortext=Ranger has a 360 degree line of sight (ignore facing). | |||
|cornervalue= | |||
|bgcolor=080 | |||
}} | |||
{{card | |||
|title=Assault | |||
|type=Soldier | |||
|text=Shoot0 Endure1 React1 Move3 | |||
|flavortext=Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end Brawlers' movement, but only one enemy soldier may be killed per move. | |||
|cornervalue= | |||
|bgcolor=E50000 | |||
}} | |||
{{card | |||
|title=Gunner | |||
|type=Soldier | |||
|text=Shoot3 Endure0 React1 Move1 | |||
|flavortext=May fire once at each enemy soldier in line of sight. | |||
|cornervalue= | |||
|bgcolor=03f | |||
}} | |||
{{card | |||
|title=Armored | |||
|type=Soldier | |||
|text=Shoot1 Endure3 React0 Move1 | |||
|flavortext=Cannot be killed by a Move. | |||
|cornervalue= | |||
|bgcolor=000 | |||
}} | |||
==Optional Mission Card List== | |||
{{card | |||
|title=V.I.P. | |||
|type=Soldier | |||
|text=Shoot0 Endure1 React0 Move1 | |||
|flavortext=Get this soldier to the opposite side of the field of battle from your start zone to win the game. If it dies, you lose the game. | |||
|cornervalue= | |||
|bgcolor=f88 | |||
}} | |||
{{card | |||
|title=HQ | |||
|type=Base | |||
|text=Shoot0 Endure2 React0 Move0 | |||
|flavortext=Protect this. If it is destroyed, you lose the game. | |||
|cornervalue= | |||
|bgcolor=666 | |||
}} | |||
{{card | {{card | ||
|title= | |title=Prototype Stealth Armour | ||
|type= | |type=Equipment | ||
|text= | |text= | ||
|bgcolor= | |flavortext=One soldier may move onto this to wear it. Any rolls made vs the soldier equipped with this are at -1 (they never re-roll a 6 because it becomes a 5). | ||
|cornervalue= | |||
|bgcolor=606 | |||
}} | }} | ||
{{card | {{card | ||
|title= | |title=Tank | ||
|type= | |type=Awesome | ||
|text= | |text=Shoot3 Endure3 React0 Move1 | ||
|bgcolor= | |flavortext=One soldier may move into this to control it. | ||
|cornervalue= | |||
|bgcolor=000066 | |||
}} | }} | ||
{{card | {{card | ||
|title= | |title=Alien Hunter | ||
|type= | |type=Soldier | ||
|text= | |text=Shoot0 Endure2 React0 Move4 | ||
|bgcolor= | |flavortext=Will attack closest soldier after each players turn. | ||
|cornervalue= | |||
|bgcolor=096 | |||
}} | }} |
Latest revision as of 04:27, 8 August 2012
Advanced Simplistic S.E.R.M. 40 Million | |
---|---|
Designer | Coprolite Golem |
Date | 2011 |
Players | 2 |
This deck has not been categorised. | |
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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Simple skirmish rules for a handfull of cards - aka "soldiers" per player.
Special Rules
Each soldier has 4 stats: Shoot, Endure, React, Move. Both players have one of each soldier. Soldiers do not block line of sight. Each time initiative swaps, players may choose any of their soldiers, even the soldier who performed an initiative previously, to Move then Shoot or Shoot then Move. Initiative will swap after completion of one soldiers initiative or when a Move is successfully interrupted by an enemy soldiers' React roll. Whenever a six is rolled, re-roll the dice adding all results towards a total score.
Shoot
Soldiers have a forward fire arc of 90 degrees which grants a line of sight that extends out diagonally from the top corners of their card. There is no range limit. Roll 1D6 for each number allocated in the Shoot stat and compare this to the target soldiers' Endure total (they also roll 1D6 for each number allocated for their Endure stat). A higher Shoot total eliminates the target soldier. The soldier may then move if they have not already done so, then the initiative passes to the opponent who chooses any one of their soldiers to activate.
Endure
Explained above (only ever used in response to being the target of a Shoot activation).
React
Whenever a Move is made in the line of sight of any enemy soldier, their controller may make one React attempt with one soldier that has line of sight to the Move. Declare the soldier making the React attempt and roll 1D6 per number allocated their React stat. This is compared to the moving soldiers' Move roll total and if the React roll is greater than the Move roll, the moving soldier is stopped anywhere along its move path and the initiative switches to the soldier who reacted.
Move
Turning counts as the start and end of a Move. Movement is only conducted in a straight line, and will trigger a React attempt by the opponent if the movement is in at least one of their soldiers lines of sight. Before rolling for movement, declare the direction the soldier will travel. The soldier must move exactly that amount of card lengths along the declared direction. Movement will be halted before its end point if it connects with a soldier or terrain OR by a successful React attempt. When an enemy soldier is connected with this stops movement and that soldier is killed outright. If the Move was made by a soldier who has already used a Shoot in the same activation, the initiative will pass to the opponent, otherwise they may shoot. Note: If a soldier would move out of bounds, halt them at the edge instead.
Card List
Ranger has a 360 degree line of sight (ignore facing).
Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end Brawlers' movement, but only one enemy soldier may be killed per move.
May fire once at each enemy soldier in line of sight.
Cannot be killed by a Move.
Optional Mission Card List
Get this soldier to the opposite side of the field of battle from your start zone to win the game. If it dies, you lose the game.
Protect this. If it is destroyed, you lose the game.
One soldier may move into this to control it.
Will attack closest soldier after each players turn.