SplinterWood Chronicles Rules creation
Jul 27, 2015 17:46:02 GMT -9
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Post by aaron on Jul 27, 2015 17:46:02 GMT -9
ok so ever since the beginning of Splintwoods I wanted to make it into a WHFB type game. as well as an RPG! .... and a few other games but that's not important...
I don't really like RPG games so anyone that wants to take on the creation of that I open SplintWood Chronicles RPG to you guys to knock around and see what you come up with... The Table top strategy game however is near and dear to my hart so Malcolm and I have started hammering out some basic concepts for the rules, And I open this process up to anyone who wants to chime in! when this is done I hope to have a Fully Illustrated Rule book and army books for each of the HUNDREDS of factions that will be in The SplinterWoods ttwg.
If your not a WHFB player that's fine you don't have to be, in fact if you have never played a table top war game no experience is necessary to chime in and say hey it would be cool if *add cool idea here* If the idea is cool and works then we will use it and add your name to the list of contributes in the book, if your idea sucks rocks we will smile politely and tell you your awesome and to keep trying! LOL No one is smarter than everyone! sooo any ideas you guys have are better than nothing.
so here are the rules to making the rules...
Keep them simple. If your idea is crazy hard to explain then it probably won't translate to a TTWG very well.
I don't want a lot of upkeep in this game I.E. lots of book keeping and maintain.
out side of the models, dice and rule books there will be no other sheets or papers you have to have to use no superfluous items you have to keep track of or maintenance you need to do at the end of each turn
Think Chess with dice and magic, imagine you are playing chess where instead of moving one piece each turn you are moving all your pieces , the bishops cast and block spells (the power of which depending on their level ) the queen is a sorceress on a dragon and the king is the biggest bad @$$ of all behind a fortress wall surrounded by war machines .... this is the kind of game were going for here.
So to that end here are some of the ideas that I have started with. tell me what you think and how we should add to them. I start with the pawns and make a simple game plan
Splinterwoods Rules
All soldiers will move in formations.
A formation means all troops of the same type form a unit and must stay within one inch of at least one other member of their unit.
If a troop has fallen out of formation either by careless placement or by loss of other members of the unit, then they have one turn to get back in formation before that trooper’s stats are halved.
All Troop units move 6 inches, if un-engaged in the attacking phase they may roll 2d6 to press on. They may move the distance shown on the dice.
If a ground unit comes to difficult terrain such as ruins or forest they must roll against their skill to move through it. If they roll their skill or higher on 1d6 then they may continue their movement as normal. If they roll less than their skill then they must stop in the terrain and may not move out of it until they roll higher than their skill. For each previous failure of skill roll 1 d6 for each member of the unit on the role of a 1 they take a wound with saves allowed.
There are two types of formations Loose or skirmish formations and tight or Rank and file formations.
There are benefits and draw backs to each type of formation.
In skirmish formation units will gain extra attacks and may move more swiftly ignoring small terrain. In Rank and file formation the unit is slowed down and has less over all attacks but gains Shock hits, and group saves that allow them to stay in combat longer.
When a rank and file charges to attack at least half their move distance or more it’s considered a furious charge and causes the crashing into the enemy effect.
When crashing into an enemy unit the attacking unit will roll 3d6 dice to determine how many shock hits the target unit takes. No saves can be used against shock attack as they are the overwhelming crushing blows of the combined weight of the attacking unit.
When a rank and file unit crashes into an enemy unit of equal or lesser size they can cause a push back. The enemy unit will roll 1d6 and both units will move the distance shown on the dice. If the enemy unit is pushed into dangerous or impassable terrain roll 1 d6 for each unit member on the roll of 1 the soldier dies with no saves allowed.
If a rank and file unit crashes into an enemy unit in a skirmish formation they may attempt a divide and conquer.
The attacking unit must roll against their skill if they roll their skill or higher then they crash through the enemy unit cutting it in half and removing any casualties from shock hits. Instead of pushing them back they are cut in half by moving the enemy unit by equal soldiers on either side of the attacking unit also the attacking unit will divide in half and immediately break into skirmish mode on the first round of combat, losing their shield bonus but gaining the extra attacks with all soldiers attacking. The divided unit must be able to make it back into formation in their next turn or all their stats will be cut in half rounding up.
No unit may stay in Rank and file formation during combat starting on the second round.
An example of combat:
a rank and file unit uses the furious charge and crash into an enemy unit pushing them back and dealing shock damage. The enemy will immediately break into skirmish formation and remove casualties with no saves allowed. Then the attacking unit get their attacks using only the front two ranks, again causing the enemy to remove casualties that didn’t save the attacks. Then the enemy will attack back with all its abilities and the attacking Rank and File gets a special save from those attacks because it was in Rank and File Formation. On the next turn the Rank and file unit breaks into skirmish mode and all its members can attack with an extra hit, the enemy unit will remove casualties and attack back this time the Rank and File unit is now a Skirmish unit and does not get the extra save. If the original attacking unit is now charged by a rank and file enemy unit they are hit in the same fashion only the enemy unit can use the divide and conquer rule.
Does any of this make sense LOL
I am working on the basic stat line for each unit and what they will be but I think it will be something like Sp=speed SK=skill FO= Fortitude AT=Attacks Mo= Moral
SP will be how fast they can hit so if someone with an SP of 4 attacks someone with an sp of 5 then the 5 will hit first unless their is some kind of modifier.
Sk will be how skilled they are both in combat, movement and magic. if some one who has a Sk of 6 is attacked by someone with a Sk of 4 then it would be like an experience swordsmen being attacked by a
street fighter thug,
FO will be how tough some one is, how well they can take a hit and will determine what kind of saves they get. Some one with a Fo of 7 will have a 3+ save where as someone with an Fo of 3 will have a 5+ save
and so on this will be modified by gear such as armor and shields but they will also effect your SP and AT
AT will be simply the number of attacks soldier gets, the number of attacks will be modified by the weapons they carry a dagger will give them 4 attacks where as a battle ax will only give them one but the
dagger will only give someone a low Sk where as a battle ax will give them a high SK as any fool can wield a knife but it take a special certain someone to be able to crack a skull with an ax!
MO Is the Moral or leadership of a unit the higher the moral the easier it will be to force march and change unit formations mid combat or stay in formation and not run away.
Each unit will be pre-built with a point cost and limited options. this will eliminate lots of extra book keeping and make it easier to build army lists.
So with each game you determine a point cost and build an army based on the units allowed for your army and the points you have allotted.
I don't really like RPG games so anyone that wants to take on the creation of that I open SplintWood Chronicles RPG to you guys to knock around and see what you come up with... The Table top strategy game however is near and dear to my hart so Malcolm and I have started hammering out some basic concepts for the rules, And I open this process up to anyone who wants to chime in! when this is done I hope to have a Fully Illustrated Rule book and army books for each of the HUNDREDS of factions that will be in The SplinterWoods ttwg.
If your not a WHFB player that's fine you don't have to be, in fact if you have never played a table top war game no experience is necessary to chime in and say hey it would be cool if *add cool idea here* If the idea is cool and works then we will use it and add your name to the list of contributes in the book, if your idea sucks rocks we will smile politely and tell you your awesome and to keep trying! LOL No one is smarter than everyone! sooo any ideas you guys have are better than nothing.
so here are the rules to making the rules...
Keep them simple. If your idea is crazy hard to explain then it probably won't translate to a TTWG very well.
I don't want a lot of upkeep in this game I.E. lots of book keeping and maintain.
out side of the models, dice and rule books there will be no other sheets or papers you have to have to use no superfluous items you have to keep track of or maintenance you need to do at the end of each turn
Think Chess with dice and magic, imagine you are playing chess where instead of moving one piece each turn you are moving all your pieces , the bishops cast and block spells (the power of which depending on their level ) the queen is a sorceress on a dragon and the king is the biggest bad @$$ of all behind a fortress wall surrounded by war machines .... this is the kind of game were going for here.
So to that end here are some of the ideas that I have started with. tell me what you think and how we should add to them. I start with the pawns and make a simple game plan
Splinterwoods Rules
All soldiers will move in formations.
A formation means all troops of the same type form a unit and must stay within one inch of at least one other member of their unit.
If a troop has fallen out of formation either by careless placement or by loss of other members of the unit, then they have one turn to get back in formation before that trooper’s stats are halved.
All Troop units move 6 inches, if un-engaged in the attacking phase they may roll 2d6 to press on. They may move the distance shown on the dice.
If a ground unit comes to difficult terrain such as ruins or forest they must roll against their skill to move through it. If they roll their skill or higher on 1d6 then they may continue their movement as normal. If they roll less than their skill then they must stop in the terrain and may not move out of it until they roll higher than their skill. For each previous failure of skill roll 1 d6 for each member of the unit on the role of a 1 they take a wound with saves allowed.
There are two types of formations Loose or skirmish formations and tight or Rank and file formations.
There are benefits and draw backs to each type of formation.
In skirmish formation units will gain extra attacks and may move more swiftly ignoring small terrain. In Rank and file formation the unit is slowed down and has less over all attacks but gains Shock hits, and group saves that allow them to stay in combat longer.
When a rank and file charges to attack at least half their move distance or more it’s considered a furious charge and causes the crashing into the enemy effect.
When crashing into an enemy unit the attacking unit will roll 3d6 dice to determine how many shock hits the target unit takes. No saves can be used against shock attack as they are the overwhelming crushing blows of the combined weight of the attacking unit.
When a rank and file unit crashes into an enemy unit of equal or lesser size they can cause a push back. The enemy unit will roll 1d6 and both units will move the distance shown on the dice. If the enemy unit is pushed into dangerous or impassable terrain roll 1 d6 for each unit member on the roll of 1 the soldier dies with no saves allowed.
If a rank and file unit crashes into an enemy unit in a skirmish formation they may attempt a divide and conquer.
The attacking unit must roll against their skill if they roll their skill or higher then they crash through the enemy unit cutting it in half and removing any casualties from shock hits. Instead of pushing them back they are cut in half by moving the enemy unit by equal soldiers on either side of the attacking unit also the attacking unit will divide in half and immediately break into skirmish mode on the first round of combat, losing their shield bonus but gaining the extra attacks with all soldiers attacking. The divided unit must be able to make it back into formation in their next turn or all their stats will be cut in half rounding up.
No unit may stay in Rank and file formation during combat starting on the second round.
An example of combat:
a rank and file unit uses the furious charge and crash into an enemy unit pushing them back and dealing shock damage. The enemy will immediately break into skirmish formation and remove casualties with no saves allowed. Then the attacking unit get their attacks using only the front two ranks, again causing the enemy to remove casualties that didn’t save the attacks. Then the enemy will attack back with all its abilities and the attacking Rank and File gets a special save from those attacks because it was in Rank and File Formation. On the next turn the Rank and file unit breaks into skirmish mode and all its members can attack with an extra hit, the enemy unit will remove casualties and attack back this time the Rank and File unit is now a Skirmish unit and does not get the extra save. If the original attacking unit is now charged by a rank and file enemy unit they are hit in the same fashion only the enemy unit can use the divide and conquer rule.
Does any of this make sense LOL
I am working on the basic stat line for each unit and what they will be but I think it will be something like Sp=speed SK=skill FO= Fortitude AT=Attacks Mo= Moral
SP will be how fast they can hit so if someone with an SP of 4 attacks someone with an sp of 5 then the 5 will hit first unless their is some kind of modifier.
Sk will be how skilled they are both in combat, movement and magic. if some one who has a Sk of 6 is attacked by someone with a Sk of 4 then it would be like an experience swordsmen being attacked by a
street fighter thug,
FO will be how tough some one is, how well they can take a hit and will determine what kind of saves they get. Some one with a Fo of 7 will have a 3+ save where as someone with an Fo of 3 will have a 5+ save
and so on this will be modified by gear such as armor and shields but they will also effect your SP and AT
AT will be simply the number of attacks soldier gets, the number of attacks will be modified by the weapons they carry a dagger will give them 4 attacks where as a battle ax will only give them one but the
dagger will only give someone a low Sk where as a battle ax will give them a high SK as any fool can wield a knife but it take a special certain someone to be able to crack a skull with an ax!
MO Is the Moral or leadership of a unit the higher the moral the easier it will be to force march and change unit formations mid combat or stay in formation and not run away.
Each unit will be pre-built with a point cost and limited options. this will eliminate lots of extra book keeping and make it easier to build army lists.
So with each game you determine a point cost and build an army based on the units allowed for your army and the points you have allotted.