Difference between revisions of "Wargame Skirmish"
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{{card | {{card | ||
|title=VEHICLE | |title=VEHICLE | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=Vehicle always has 2 orders. | |text=Vehicle always has 2 orders. | ||
For each single Fire order, Vehicle may select any target, near or far. | For each single Fire order, Vehicle may select any target, near or far. | ||
Line 96: | Line 96: | ||
{{card | {{card | ||
|title=POWER-ARMOURED | |title=POWER-ARMOURED | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|text=Ignore pin results. | |text=Ignore pin results. | ||
|cornervalue=4 | |cornervalue=4 | ||
Line 104: | Line 104: | ||
{{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 so is ideal for holding the line against multiple assailants. | Heavy Weapon has unlimited Sentry orders so is ideal for holding the line against multiple assailants. | ||
Line 113: | Line 113: | ||
{{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. Vehicles and Power-Armoured are unaffected by Flame. | |text=Discard two Fire orders: lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. Vehicles and 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). | ||
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{{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=Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes. | ||
When given a Move order – flip: win = move up to 60cm (or 30cm ignoring terrain if jetpack equiped), lose = move up to 30cm. Any enemy Model(s) in the path of movement is killed unless it is a vehicle (no effect). | When given a Move order – flip: win = move up to 60cm (or 30cm ignoring terrain if jetpack equiped), lose = move up to 30cm. Any enemy Model(s) in the path of movement is killed unless it is a vehicle (no effect). | ||
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{{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 139: | ||
{{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 completely, Lose: no effect. | |text=Fire orders for this model are: Flip: Win: Destroy target completely, Lose: no effect. | ||
Cannot be given Suppressive Fire Order. | Cannot be given Suppressive Fire Order. | ||
Line 148: | Line 148: | ||
{{card | {{card | ||
|title=V.I.P. | |title=V.I.P. | ||
|type=Rules | |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. | |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. | ||
Line 159: | Line 159: | ||
{{card | {{card | ||
|title=ENGINEER | |title=ENGINEER | ||
|type=Rules | |type=Model & Rules / Activation Card | ||
|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. | |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 | |cornervalue=0 |
Revision as of 00:22, 28 February 2011
Wargame Skirmish | |
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Designer | Coprolite Golem |
Date | 2010 |
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.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Using these cards, carry out a tabletop skirmish.
Special Rules
Cards – Orders (1 or 2 are placed face down under/beside each Model (Card) at the start of each turn which will enable the Models to act). RALLY, MOVE, FIRE, SENTRY, GRENADE).
Activation cards are kept face down and are shuffled for random activation unless you have a Commander, in which case you may order them to your preference but once the turn has begun, they 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.
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 or revealing a second order for the same model.
To play Missions (rather than last man standing) one or more player 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 ensure that for each Model there is a corresponding Activation card.
Card List
Flip - Win: 40cm, Lose: 10cm OR
Use two Move Orders at once to Teleport/Warp to any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point.Flip: win = kill, lose = pin (Model gains a pin marker which renders the Model unable to activate anything other than a Rally order).
Discard two Fire orders to target anything other than the closest target within fire arc.For each single Fire order, Vehicle may select any target, near or far. 90 degree fire arc instead of the usual 180 degrees. Ignore pin results.
Takes 2 kills to destroy.
Only Power-Armoured and Vehicles may move through this.
Fire is removed when players place new hidden orders.Only Power-Armoured and Vehicles 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.