Difference between revisions of "Battlefield Skirmish"
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==What does this deck do?== | ==What does this deck do?== | ||
This deck is an attempt to work with miniatures. For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move (all revealed simultaneously and conducted simultaneously before the Fire tiles are revealed), the other tile is for Fire (Revealed '''in order''' of the Priority level - as printed on the card). | This deck is an attempt to work with miniatures. For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move (all revealed simultaneously and conducted simultaneously before the Fire tiles are revealed), the other tile is for Fire (Revealed '''in order''' of the Priority level - as printed on the card). | ||
1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too). Line of sight is required in all instances. There is no range limit except in the case of the Melee model. A hit will kill a model (removed from play) unless it is an Armored model which gets a saving throw of 4+. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment. | 1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too). Line of sight is required in all instances. There is no range limit except in the case of the Melee model. A hit will kill a model (removed from play) unless it is an Armored model which gets a saving throw of 4+. Partially obscuring cover grants a -1 to hit the target. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment. | ||
==Special Rules== | ==Special Rules== |
Revision as of 11:24, 15 October 2012
Battlefield | |
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Designer | Coprolite Golem |
Date | 2012 |
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. |
What does this deck do?
This deck is an attempt to work with miniatures. For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move (all revealed simultaneously and conducted simultaneously before the Fire tiles are revealed), the other tile is for Fire (Revealed in order of the Priority level - as printed on the card). 1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too). Line of sight is required in all instances. There is no range limit except in the case of the Melee model. A hit will kill a model (removed from play) unless it is an Armored model which gets a saving throw of 4+. Partially obscuring cover grants a -1 to hit the target. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment.
Special Rules
Miniature types and their bonus/limitations. The first is the number required to hit a target model in contact (1 target max as with Fire action). Keep rolling until one or both die; roll for melee simultaneously with both models involved (1 target per model). Model Type - Bonus - Limitation. Melee/Pistol Model - 3+ Melee - 3 increment range to Fire. Normal Model - 4+ Melee - no limitation. Heavy Model - 5+ Melee - Move or Fire. Armored Model - As above (depending on how the armored model is equipped) - Saving throw 4+ - Worth 2 models (your opponent can field two unarmored models for every one armored model you start with).
The N.E.S.W. are for the orientation of the card. North being the top of the card, East: the right side, South: the bottom, West: the left. At the start of each turn, new combinations of the two tiles are placed face down under each model.
It is recommended to have mission objectives, such as capture the flag to add interest to the games. 5 models a side is recommended and if you print out this list you will have enough for 10 models.
Card List
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit AutoE - 1 Increment.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.