SAILPOWER: COGS OF VALOR
|
|
- Mitchell Ryan
- 5 years ago
- Views:
Transcription
1 What is Sailpower-Cogs of Valor? SAILPOWER: COGS OF VALOR Copyright 2010 Brian Carnes Cogs of Valor is a fast paced game that puts the players in the role of a medieval noble who has built or hired a cog to defend or fight for their native lands, and perhaps find great glory and riches. The game can be played in one of two scales: 1/100th in which case the unit of measure is in inches, or 1/250 th in which case the unit of measure is in centimeters. To play you need: at least two players, cogs for each player, a way of representing crew, plus D20 and D6 dice. Crewing your cog. Cogs come in two sizes, small and large. A small cog can be manned with up to 30 points of crew, and a large one can take up to 60 points of crew. A player can buy crewmembers with or without upgrades up to the starting max for their cog as follows: 1 point for a basic crewmember. A basic (not upgraded) crewmember can sail, row, engage in hand to hand combat, fight fire (1 per turn), and be upgraded. An upgraded crewmember may gain or lose abilities based on the upgrades chosen. 1 point additional for an armor upgrade. Armor gives the upgraded crewmember a save roll of 12 or less. A crewmembers with this upgrade cannot sail or row. 1 point additional for a sword upgrade. This weapon upgrade is used for close combat. A crewmember with this upgrade cannot sail. 1 point additional for a longbow upgrade. This weapon upgrade is used for ranged combat. A Crewmember with this upgrade cannot sail. 1 point additional for a mace upgrade. This weapon upgrade is used for close combat. A minus two modifier to target number applies versus armored targets. A saved hit from a mace generates an automatic second save roll. If this second roll is unsaved, the target crewmember is captured and automatically sent to the attacker s cog hold. This crewmember may be liberated later if the cog holding them is captured.
2 Heroes! A player can also buy hero upgrades for some of their cog s crew. A cog may only start the game with one hero for every five crewmembers it has. Each hero may only have one hero upgrade. Heroes also get a free save roll of 12 or less because they are heroes! The Leader! 2 points additional for a crossbow upgrade. This weapon upgrade is used for ranged combat and ignores armor on target. A crewmember with this upgrade cannot sail. 2 points additional for quick shot upgrade. This upgrade equips the crewmember with an improved longbow that allows this crewmember to fire twice per turn. A crewmember with this upgrade cannot sail. 2 points additional for carpenter s mate upgrade. This upgrade allows the crewmember to repair 1 hull and 2 units of fire per turn. 2 points additional for a fire pot specialist upgrade. This upgrade gives the crewmember a slingshot and burning oil pots that can be hurled at opposing cogs. A crewmember with this upgrade cannot sail. In addition to a player s crewmembers, the player also gets a crewmember to represent themselves as leader. The leader gets all basic upgrades plus one hero upgrade and does not cost points against the budget of that player s cogs. The leader may not be targeted unless there are no other crewmembers on deck. The leader may not reassign his upgrades to other crew. Crewmember assignments and cog attributes and placement Each player starts with an equivalent amount of cogs. Assume that two small cogs are equal to one large one. Once the players have their cogs and have picked their crews, they can assign the crew to their cogs. Players can represent crew with 15 to 20 MM miniatures mounted on washers for the large scale game, or with small D6 dice for the small scale game. In either case players may want to use color coding to easily distinguish the various types of crewmembers. Players can track which type of crewmember goes to what color on a small sheet of paper. Crewmembers can be assigned up to the allowed maximum for each area on the cog. SMALL COG (10 hull): STERN CASTLE 20, MAIN DECK 20, FORECASTLE 10, CROWSNEST 4 LARGE COG (20 hull): STERN CASTLE 20, MAIN DECK 40, FORECASTLE 10, CROWSNEST 4 Other deck configurations may be possible, but as a general rule they should be classified as small or large for hull purposes, with only the assignable deck limits as variable values based on the cog represented. Once all the players have crewed their cogs they can be placed around the play surface, either on opposing sides, at the corners, or in any manner agreed upon by the players.
3 Gameplay The game is played in turns consisting of four phases. Movement and combat phases are played in a simultaneous manner meaning all ships move together, and then fight together. The casualties are not figured until the end. Phase 1 Wind 1. Wind 2. Movement 3. Combat 4. Regroup / Search Starting wind should be picked by player agreement.. (Fair wind means no one should start the game rowing). A GM or designated player rolls a D6: On result of 1: On result of 2: On result of 3 or 4: On result of 5: On result of 6: Wind changes 2 facings counter clockwise from current Wind changes 1 facing counter clockwise from current No change Wind changes 1 facing clockwise from current Wind changes 2 facings clockwise from current Phase 2 Movement All players secretly determine their heading and speed then announce their intended movement. In a small game this may be done verbally. In larger games players may want to use cards or write their moves down on a sheet of paper that can be flipped over to reveal the intended course. All players move at the same time. Heading points are simply the cardinal/ordinal directions (N, NE, E, SE, S, SW, W, NW). A cog can move directly forward or backward or turn to one heading point to the left or right (or larboard and steerboard in period nautical speak) then move up to their available speed on that heading. Players should note that it is not required to move full speed. Available speed can be determined by the wind in relation to the cog s intended heading point. First a cog must have two crewmembers to sail. If the cog does not have two crewmembers to sail, and is not rowing, the cog will drift 6 with the wind (orientation remains the same). Assuming the ship is sailing and crewed the speeds are as follows: If the wind will be coming from behind or within a facing to the left or right, then the speed is up to 24 (broad reach), if the wind is coming from perpendicular to the right or left, then the speed is 18 (beam reach), on all other headings the cog is moving into the wind thus must be rowed. The cog has a speed based on the number of rowers on the main deck. For every two rowers on the main deck the cog gets one speed for large cogs or two speed for small cogs. The maximum achievable speed by rowing is twelve. Crewmembers that participated in sailing or rowing have acted and may not attack or do other actions this turn. If any cog is likely to hit another during its movement, the players can move in steps based on relative speed (e.g. if cog A is at 6 and B is at 18, steps are 1 to 3). If it appears that there will be a ram and it can be avoided by stopping, either player can choose to stop. If neither player chooses to stop, or can t avoid the ram, both cogs take a D20 worth of hull damage.
4 Firepot Specialist (Artillery!) After all ships have moved, any firepot specialists may attack. Firepots have range of 12. To attack, start with twelve as a target number, then add +2 if the target is a large cog. Roll a D20 and if the result is under the target number, including the modifier for size if applicable, this weapon scores 1 hull damage and 1 fire to the target cog. Phase 3 Combat A: Grappling If an opposing cog is within 3, either player may attempt to grapple the other cog and pull together. If there are any crewmembers on the opposing cog the opposing player may roll to repel the grapple by rolling higher than the grappling player on a D20. B: Ranged attack capable crew, longbow and crossbow equipped, may fire at opposing crew. To attack, start with ten as a target number then add or subtract any modifiers for range or cover. Roll a D20. If the result is less than the target number, the unit is hit. If the target unit has save roll(s) from armor and/or being a hero, they may negate the hit by succeeding on one of the save rolls. An unsaved hit will be scored as a kill, and the targeted crewmember is removed at the beginning of the regroup phase. Unless a specific figure represents each crewmember, ranges should be measures from the center of deck of the attacker to the center of the deck of the target. Targets within optimum range get a +1 modifier. Longbows have an optimum range of 24 and a range modifier of -1 for every 2 beyond 24. Crossbows have an optimum range of 18 and a range modifier of -1 for every 1 beyond 18 If the target crewmember is on another cog s castles or the crow s nest, and the firing crewmember is not in a crow s nest, there is a -2 modifier to the attack. C: Boarding/close combat If a cog is grappled, either side may board the other if they have crewmembers with free actions on the main deck. If both sides board then combat occurs in the middle. If either side is completely eliminated in the impending combat action the winner gets to complete their boarding action, which locates them on the opponent s main deck. If not, both sides retreat back to their own cog. Crew that have not already attacked or otherwise acted may attack any opposing crewmembers that are adjacent to them. To attack with close combat, start with fourteen as a target number then subtract modifiers for mace if applicable. Roll a D20. If the result is less than the target number the unit is hit. If the target unit has save roll(s) from armor and/or being a hero, they may negate the hit by succeeding on one of the save rolls. An unsaved hit from a sword or mace will be scored as a kill and the targeted crew is removed at the beginning of the regroup phase. An unsaved hit from a hand to hand equipped (base) crewmember results in a captured crewmember
5 that is automatically sent to the attacker s cog hold. These crewmembers may be liberated later if the cog holding them is captured. Phase 4 Regroup and Searches A: All killed crewmembers are removed. All cogs with opposing crew on any deck, and no friendly crew on any deck, are captured (the crow s nest is not a deck). B: Cogs with repair heroes may repair and fight fire. Additionally, any crew that have not acted may fight fire. C: Cogs may search any roughly adjacent (within 3) islands. See "Treasure rules" below for more on that. D: If desired, crew can be transferred between adjacent decks, cogs(via main decks), or islands. E: Players may loot the eliminated crewmembers from any cog they control and assign or reassign upgrades as they see fit. Any unneeded upgrades can be kept in the cog s hold of holdings (see miscellaneous rules) The player may also attempt to convert any captured crewmember in their hold by rolling a 1 or 20 on a D20. Player may make one attempt per crewmember per turn. Converted crewmembers join the cog s crew and are no longer able to be liberated! F: Any unrepaired fire doubles and does the new value fire in hull damage. G: Any grappled cogs break free H: Any cogs at zero or less hull sink! Armored crewmembers are killed and the opposing player who last caused damage to the sinking cog, will get the points for crewmember elimination. Unarmored crewmembers are captured by the last player to damage the sinking cog. Captured crewmembers are automatically sent to the attacker s cog hold. These crewmembers may be liberated later if the cog holding them is captured. Scoring 1 point per opposing crewmember eliminated 5 points for any action resulting in an opposing cog being sunk 10 points for capturing an opposing cog Miscellaneous rules The cog s hold of holdings. Any unneeded crewmembers, treasure items, upgrades, or captured crewmembers that are not being used can be kept in the hold of the cog that found it. If a player chooses to reassign upgrades and does not need certain ones, they can store them here. Likewise, any upgrades from eliminated crewmembers on cogs the player controls are stored here. Players can access the hold to change how crewmembers are upgraded during Phase 4, Regroup and Searches step E. If friendly cogs are adjacent, the player may transfer items between holds. If the player s cog sinks, everything in the hold of holding is lost!
6 Treasure Rules If desired, players can have searchable islands on their play surface. If a crewed cog is adjacent to an island during Phase 4 Regroup and Searches step D, they may roll a D20, on the result of 12 or less, the search succeeds and the player rolls 3 D6 dice. Compare the resulting roll to the following table to determine what is found. Whatever is found may be assigned to the cog that found it, assuming there is a free spot on one of the decks or the crows nest, or added to that cog s hold of holding. An island may only be searched once per player. 3. Gold! (20 points) 4. Hero Firepot specialist crewmember with armor upgrade 5. Hero Crossbow crewmember with armor 6. Timber! (Cash in anytime to repair up to 6 hull) 7. Longbow upgrade 8. Sword upgrade 9. Crewmember with armor upgrade 10. Crewmember 11. Crewmember 12. Mace upgrade 13. Crewmember with armor and longbow upgrades 14. Fire resistant paint (add to cog anytime to ignore the next 4 fire hits scored against the paint protected cog) crewmembers with armor upgrade armor upgrades 17. Exquisite statues (10 points) hero crewmembers with armor upgrades and hero upgrade of player s choice Anchoring cogs A player can, at any point in which his or her cog is not moving, drop anchor. An anchored cog will not drift and does not need crew to operate it (because it is not moving). This anchor stone can be cut away at any point and the cog resumes normal operation. Chaining cogs If a group of friendly adjacent cogs wishes to block an entrance or channel they may be anchored and lashed together as a chain. The cogs can do this at Phase 4, Step E. Chained cogs apply damage equal to the number of chained cogs X D20 to any cog that chooses to ram the line. Damage to a cog hull that is rammed while in a chain is reduced by the number of cogs in the chain. The Chain is broken if a member cog sinks. The cogs in the chain, adjacent to a sinking cog, must make a save roll of 12 or less. If they fail, they also take D20 hull damage.
7 Cog Matching A variant of your basic skirmish is to cog-match which is to play an every player for themselves death match. In death matching each player starts with 60 points of cog (either 1 large or 2 small) and starts arrayed evenly around the board. If players cogs are captured or sunk, they lose their hold contents with the exception of points items. Points items are kept by the player when cogs sink. If the cog was captured, the points items go to the capturing player. After being fully eliminated, a player can select a new 60 points worth of cog and respawn at the board edge farthest from where the player was last eliminated at the beginning of the next turn. The game is played for a pre-agreed amount of time at which point the player with the most points wins! Cog Matching Free Port Rule (optional) Before the game begins players can agree upon a free port" location on the play surface. All cogs are able to dock there, but they aren't allowed to be engaged in combat with each other while in port. Cogs not docked at the free port can attack the docked opposing cogs. A cog docked at the free port can "buy items using victory points. Items that can be acquired include crewmembers and upgrades including heroes at double their normal cost, and hull repair at 1 hull per 1 point. Players may also buy or sell cogs. Cogs are bought or sold for 30 points for a small or 60 points for a large. These cogs appear at the port and do not come crewed. If a player buys or sells a cog, they may transfer their crewmembers and hold of holdings to the new cogs as desired while at port. A player may not make any buy or sell that prevents them from being able to assign all crewmembers to a cog. CREDITS Sailpower : Cogs of Valor is written and designed by Brian Carnes is Copyright 2010 Brian Carnes. Proofing and play testing assistance was provided by Dave Oberting, Chris Neill, Scott Maddy, Brian McCabe, Cassandra Angel, Ed Wedig, Becky Allar, and others from the Sailpower GM team. Thanks to all of you for your interest in Cogs of Valor. Please check out our blog for the latest on Sailpower cog related gaming at the blog.sailpowergame.com Cogs of Valor page! Other SeaDog Game Sites!
8 Outfitting a Cog Fleet! Centimeter Scale Cogs: The 1/250th scale cogs can be painted, and have very basic masting that can be added to improve the looks. Players can also add small sails and pennants cut from heavy paper if desired! Inch Scale Cogs: The 1/100th scale Cogs require a bit more assembly. It is probably best to paint the pieces before final assembly. We use craft acrylic paints which are water based, non toxic, and available in many colors. The hull should probably be painted in darker wood colors with a lighter color for the deck. The cog can be dry brushed to give it a weathered appearance. The wood stanchions should be sanded or filed to ensure evenness. On the bottom it should be noted that a slight angle may be needed for a perfect fit due to the angle (camber) of the deck. The picture below illustrates the placement of the stanchions. Note the dowel placement of the bowsprit nested between the fore stanchions. Also note the tiller is a short piece of dowel glued in place. The small hatch can be glued on the deck behind the mast. The Sail is cut from heavy grade watercolor paper, and is a basic rectangle with a bit of added arc cut from the bottom as a matter of style. The pennant is cut from the same paper and curled with a scissors edge. The sail can be painted with a bit of weathering or even a bit of heraldry!
SAILPOWER: COGS OF VALOR
SAILPOWER: COGS OF VALOR What is Sailpower-Cogs of Valor? Copyright 2010, 2011, 2012 Brian Carnes Last updated 1-3-12 Cogs of Valor is a fast paced game that puts the players in the role of a medieval
More informationShip to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5
Introduction Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 This is a paired down version of my full ship to ship combat rules. The main difference is that we are not
More informationFull Sail Modification 2.0 Jerry Han (Inpsired by Mike Hudak) April 1 st, 2007
Full Sail Modification 2.0 Jerry Han (Inpsired by Mike Hudak) April 1 st, 2007 Rules not mentioned in this document are assumed to run according to standard Full Thrust. Full Thrust 2 nd Ed. is now out
More informationTactical Combat Rules By David Newport
Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles
More informationNaval Wargame Rules for the Russo-Japanese War
- 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.
More informationMaster Keyword List. (October 2011)
Master Keyword List (October 2011) NOTE: Many of these keywords have had their text altered from the original published versions in order to improve their ease-of-use and to reflect official changes that
More informationLEGO Pirate Wars. Minifig Chart Minifig Melee Attack Captain, Lieutenant 4 5 Marine 3 4 Pirate 1 3 Imperial Sailor 1 2
1.0 Introduction LEGO Pirate Wars is a naval miniatures war game based on figures and models available from LEGO. You will need at least two LEGO model ships and lots of extra figures to man the ships.
More informationFeudal Skirmish and Tourney Rules
Feudal Skirmish and Tourney Rules Al Hewitt, Ric Willey, Neil Houltby, and Tony Morley Initiative Throw d20, highest has initiative and can move first. If a figure is contacted by a higher initiative figure
More informationModified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as
Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when
More informationOverview. Components. Robotics Team Card
Overview Aerial Assault is based on a real-life robotics competition where robots compete at a game of what looks a little bit like robot basketball. The robotics competition takes place on a flat gymnasium-sized
More informationHansa COG 14 th century SCALE: 1/72 Length: 430mm Width: 210mm Height: 330mm
Hansa COG 14 th century SCALE: 1/72 Length: 430mm Width: 210mm Height: 330mm HISTORY: The Hansa was a medieval association of German cities which engaged by in long distance business mainly in area of
More informationCombat Options. Timothy J. Miller April 4, 2000
Combat Options Timothy J. Miller April 4, 2000 Combat Options is a set of independant rules modules relating to Fudge combat. Any of these rules can be used separately, or in any combination. Each option
More informationWELCOME TO THE ARENA! BATTLEMECHS
WELCOME TO THE ARENA! MechWarrior : Solaris VII gives you a different way to play with your MechWarrior miniatures. Solaris VII uses many but not all of the concepts and components common to MechWarrior:
More informationChosen Men Fat. 1. Sequence of play. Base Morale;
Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,
More informationIntro. Basics. Pilots. Fighters
Intro Black Skies Generic Star Fighter Combat Rules Quick and simple rules intended to create a fast moving star fighter game, where out thinking your opponent is as important as out shooting him. Games
More informationA Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")
A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming
More informationMusket and Pike Users Manual
1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played
More informationRules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen
Cagway Bay Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen Summary: Cagway Bay is a set of basic rules for
More informationStories and Background by Stacy L. Colonna, without whom this book would not have been possible.
Trilaterum Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Art by Bob Stearns. Photographs by Timothy W. Colonna. Images by NASA/STSci. Miniatures produced
More informationShip to Ship Combat Optional Rules for Dungeons and Dragons 3.5
Introduction Ship to Ship Combat Optional Rules for Dungeons and Dragons 3.5 The primary tactical objective of naval combat is normally to slow down the opposing ship and board it. Very rarely are ships
More informationASLSK Basic Infantry Tactics
Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the
More information8-GUN CORVETTE ASSEMBLY INSTRUCTIONS
8-GUN CORVETTE ASSEMBLY INSTRUCTIONS THE HULL STEP 1 Fasten the Deck to the Hull. Find the hull. This is a large, pink, ship-shaped piece of insulating foam board. This will form the base of your model
More informationA Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")
A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming
More informationQUICK REFERENCE SHEETS
QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going
More informationFrequently Asked Questions February 2015 SETUP
Frequently Asked Questions February 2015 SETUP During game setup, how is the orientation of the submarine figures determined? Players must agree about the orientation of the submarine figures before the
More informationRULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through
R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover
More informationA Sample Game of "Captains Bold"
A Sample Game of "Captains Bold" The purpose of this step-by-step description of a sample game is to explain the mechanics of the rules by concrete examples, and to illustrate some of the types of choices
More informationQRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table
QRS QUICK REFERENCE SHEETS Shooting Modifiers table Survivor Action Point Table Actions AP Cost Target Modifier Walking (3 ) Per AP to aim (max APs / +4 modifier) + Turning more than 80 degrees Target
More informationAttacks of Opportunity (Part Two) By Skip Williams
Rules of the Game: All About Attacks of Opportunit... 1 of 5 Rules of the Game Home > Games > D&D > Articles Attacks of Opportunity (Part Two) By Skip Williams 11/02/2004 Printer Friendly Email A Friend
More informationGREEK TRIREME, 480 B.C. Scale: 1/72 Length: 515mm Width: 180mm Height: 220mm
GREEK TRIREME, 480 B.C. Scale: 1/72 Length: 515mm Width: 180mm Height: 220mm HISTORY: The model represents a Greek Trireme from the age of battle of Salamis (480 B.C.). The crew were 170 oarsmen and about
More informationby Mike Nagel Version T A B L E O F C O N T E N T S
Flying Colors ver. 3.1 by Mike Nagel RULE BOOK Version 3.1 2014 T A B L E O F C O N T E N T S Glossary... 2 1. Introduction... 3 2. Components... 3 3. Core Rules... 5 3.1 Sequence of Play... 5 3.2 Wind
More informationONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men
ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery
More informationNapoleonic Battles. Introduction
Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human
More informationSTEP-BY-STEP RSBM THE FIGHTERS
STEP-BY-STEP RSBM In RSBM all matches are to the death. There s a points system (gasp) that allows you to create and rate your gladiators. There s a Fame system to allow your gladiator to get better as
More informationPig Wars Late Medieval Variant
Pig Wars Late Medieval Variant 1337 to 1485 Introduction Pig Wars LMV is a variant of Tod Kershner s Pig Wars Dark Age skirmish rules that covers the period of the Hundred Years War to the end of the Wars
More information14. HIT / MISS DETERMINATION
Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged
More informationCub Scout Pack Rain Gutter Regatta
Cub Scout Pack 350 2014 Rain Gutter Regatta Event Location & Date: Advance Firehouse, Saturday November 22nd 11:00am-1:00pm (racing as soon as everyone registers) 106 E Wall Street Advance, IN 46102-9407
More informationTo End All Wars WW1 Miniature Game V1
To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would
More informationCR 914 Class Rules. Revised July 15, 2000 See also CR-914 Class Rule Interpretations
CR 914 Class Rules Revised July 15, 2000 See also CR-914 Class Rule Interpretations 1 GENERAL - CLASS: The CR 914 is a One-Design class. The Class objective is that the sailing skills of the skipper shall
More informationSection 12 Fighters and PFs
Section 12: Fighters and PFs V12.00 Rules for Fighters and PFs V12.01 This Section details Strategic level rules for Fighters [J4.0 through J13.0] and Fast Patrol ships (PFs) [K0.0]. Use the SFB rules
More informationMini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")
Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed
More informationMusket and Pike User Manual
Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes
More informationFORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved
FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers
More informationby Mike Nagel Version 2.11b 2012 T A B L E O F C O N T E N T S
Flying Colors Living Rules, v2.11b by Mike Nagel RULE BOOK Version 2.11b 2012 T A B L E O F C O N T E N T S Glossary... 2 1. Introduction... 3 2. Components... 3 3. Core Rules... 5 3.1 Sequence of Play...
More informationBeat. Quarters. Version /1/2003. Donald B. Gifford. Beat to Quarters Version Page 1 Donald B. Gifford
Beat to Quarters Version 4.0.1 - Page 1 Donald B. Gifford dgifford@fastmail.fm Beat To Quarters Version 4.0.1 6/1/2003 Donald B. Gifford Changes in 4.0 Repaired multiple typographical errors. Added optional
More informationShip Combat. 3e Spelljammer:
1.b.13 3e Spelljammer: Ship Combat Introduction Despite the vast size of Arcane Space, ships manage to come together in violence with alarming frequency. Such encounters use a set of rules with many similarities
More informationBrimstone and Iron. Heroic Combat System.
Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the
More informationIntroduction. Text copyright 2015 by Greg Turner
Rules Introduction Breakable is a game of futuristic ground and air combat for 2 players. You decide what forces and weapons you need to complete your mission. Employ fast but vulnerable skimmers to deliver
More informationTACTICAL FOOTBALL GAME RULEBOOK fubatacticalfootballgame. Game design by Hannu Uusitalo
TACTICAL FOOTBALL GAME RULEBOOK 2.0 Game design by Hannu Uusitalo www.fubaboardgame.com fubatacticalfootballgame 1 2 3 WHAT YOU NEED TO PLAY Game board The game board (rubber mat) is divided into 13 areas,
More informationBATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION
Prerequisites: Force Rating 2 + BATTLE MEDITATION BATTLE MEDITATION BASIC POWER The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend to add one
More informationDark Age England. Tables Explained Each list has an outline of a number of units. The following is an example unit:
Dark Age England These are the armies of the Early Medieval Period in England. The armies are based upon those found in DBA. and Might of s. They have been modified based on research and gut instinct.
More informationDog-Fighting Rules for GURPS 4th ED
Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is
More informationThe Matthew was the ship on which explorer John Cabot sailed to the New World in John Cabot s Ship THE MATTHEW
The Matthew was the ship on which explorer John Cabot sailed to the New World in 1497. Although a little later than Christopher Columbus' initial voyage, it is widely debated among the scholars that John
More informationKing George Commands and We Obey
King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders
More informationPlace a rope coil here
1 2 3 4 The anchor buoys were made from Sculpey. You could however, carve them from wood but I wanted to continue my experimentation with this material. A buoy from this time period would have ranged from
More informationCHARLES THE BOLD SCENARIO
Scottish War of Independence - Battle of Falkirk 1298 Page 1 of 5 Battle of Falkirk 22 July 1298 In 1296 Edward I of England declared himself overlord of Scotland deposing the Scottish king. Rebellion
More informationBattalion Commander's Summary
Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,
More informationATTRIBUTES & DERIVED STATS HINDRANCES GEAR
NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES
More informationVikings ship GOKSTAD, 9 th century Scale: 1/72 Length: 305mm Width: 135mm Height: 182mm
Vikings ship GOKSTAD, 9 th century Scale: 1/72 Length: 305mm Width: 135mm Height: 182mm HISTORY: This model represents a Viking ship found in year 1880 near village Gokstad in Norway. The ship was built
More informationPaintBall. Mini
Game Setup Each paintball team consists of 6 paintballers and 1 Marshal. You will need some six sided dice (d6's) to play the game. The game is designed to use the hexon II board system by Kallistra. The
More informationMay 1, 2010 Final RULES Page 1 of 12. (Nashcon 2010: Easy-play Lite Version ) By David Charge of the Light Brigade Raybin 1
May 1, 2010 Final RULES Raybin@comcast.net Page 1 of 12 (Nashcon 2010: Easy-play Lite Version ) By David Charge of the Light Brigade Raybin 1 Turn Sequence Environment 1. Determine weather or special events.
More informationQueen City Yacht Club
Queen City Yacht Club Club Racing Events Notice of Race and Sailing Instructions 2017 /2017-05/11 Wednesday Night Series Sponsors Series 1 Skippers Plan Insurance Series 2 The Rigging Shoppe Series 3 UK
More information1978 Dawn Associates, All Right Reserved
Index 1.0 Introduction 2.0 Game Equipment 3.0 Setting Up for Play 4.0 Sequence of Play 5.0 Human Movement 6.0 Shooting Zombies 7.0 Zombie Movement 8.0 Zombie Attacks 9.0 Hidden Zombies 10.0 Berserk Zombies
More informationNautical Combat
Presents Sovereign Seas Lite Contents A. Introduction B. Game Description and Conventions C. EOR (Even/Odd Randomizer) D. Ship Control Log D.. Ship Log Description D.. Ship Weapons D.. Gun Firing Arcs
More informationSPYDERBALL AQUATICZ 52701P ITEM NUMBER: AGES 8+
AGES 8+ AQUATICZ SPYDERBALL ITEM NUMBER: www.franklinsports.com/570p 570P 570 --Small parts. Not for children under yrs. This is not a life saving device. Do not leave child unattended while device is
More informationPACK 24 RAINGUTTER REGATTA November 19, 2010 (7pm at Hawthorne)
PACK 24 RAINGUTTER REGATTA November 19, 2010 (7pm at Hawthorne) Welcome to the Pack 24 Raingutter Regatta! Get ready for a night of excitement, action and a lot of hot air. The premise of Raingutter Regatta
More information'The X' Combination. y Receiving the ball on the half-turn, can the attacker (No.10 in diagram) take 1 touch and shoot?
'The X' Combination 'The X' is another classic coordinated movement pattern you often see used by the better passing sides. It is something you may want to explore with your players. Again, let's look
More informationMarch Toward the Sound of Guns
March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works
More informationAdvanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez
Advanced Virtus Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez *Ndt : all apologies for the possible grammatical mistakes, and many thanks
More informationFUBA RULEBOOK VERSION
FUBA RULEBOOK 15.07.2018 2.1 VERSION Introduction FUBA is a board game, which simulates football matches from a tactical view. The game includes its most important details. The players take roles of the
More informationRules Update for Warmaster Ancients
Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become
More informationHEROIC SAMURAI. One Brain Cell Rules for Clan Feuding in Classical Japan Version 1.01 January 2007
HEROIC SAMURAI One Brain Cell Rules for Clan Feuding in Classical Japan Version 1.01 January 2007 In the Beginning These are rules for playing a wargame with toy soldiers. It is intended for several players
More informationGame Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4
Science-Fiction Wargame #4 Game Design: Chris Taylor Developed By: Chris Taylor Art & Graphics: Vinh Ha and Nick Hayes (c) 2013 Chris Taylor and Victory Point Games (VPG); s vs. Zombies is VPG s name for
More informationSAILING INSTRUCTIONS. Port of Los Angeles Harbor Cup Cal Maritime Invitational Intercollegiate Regatta March 9 th -11 th, RULES
SAILING INSTRUCTIONS Port of Los Angeles Harbor Cup Cal Maritime Invitational Intercollegiate Regatta March 9 th -11 th, 2018 1 RULES 1.1 The regatta will be governed by the ICSA Procedural Rules (PR),
More informationFIRETEAM Wargame Rules for Modern Combat Operations
FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame
More informationTRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values
TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2
More informationThe 19 th hole - 18 Card Micro Golf game. # Of Players: 1 or 2 players. Game time: min per game if a 2 player game.
The 19 th hole - 18 Card Micro Golf game # Of Players: 1 or 2 players Game time: 30 45 min per game if a 2 player game. Components [4] - TEE BOXES [4] - PUTTING GREENS [6] - FAIRWAY [2] - Player golf ball
More informationBrick Battles. Simple, fast rules. So you can get to the carnage quickly.
Brick Battles Simple, fast rules. So you can get to the carnage quickly. Spirit: Just a quick note about the intent of these rules. Lego is a toy (A brilliant, engaging, and challenging toy, but still
More informationKNARR. SCALE: 1/35 length: 440mm width: 300mm height: 400mm
KNARR SCALE: 1/35 length: 440mm width: 300mm height: 400mm HISTORY: The Knarr is a type of Viking ship which serves for long trade naval business. The Knarrs were very robust and very well resist against
More information6th MELBOURNE CUB SCOUT PACK
6 th Melbourne Scout Group 55 McCracken Street Kensington 3031 Group Leader Grant Randle 6th MELBOURNE CUB SCOUT PACK Official (with thanks to Cub Scout Pack 70, New Canaan, Connecticut and Pack 957 in
More informationA solo dice game of Viking Raids of the Ninth Century
A solo dice game of Viking Raids of the Ninth Century by Markus Salo 1 NORSE ODYSSEY by Markus Salo (msalo71@yahoo.com) INTRODUCTION A solo dice game of Viking Raids of the Ninth Century. Summer of 869...
More informationTHE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point
INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul
More informationTo End All Wars. WW1 Miniature Game V1.2
To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would
More informationPROCONSUL SCENARIO Dacia 87CE
Dacia 87CE Page 1 of 5 Dacia 87CE The Kingdom of Dacia [present day Romania] frequently launched raids across the Danube into Roman territory. On several occasions the Romans tried to bring them to heel.
More informationtdoherty Page 1 02/18/05
La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive
More informationAMYA Soling 50 Class Rules
AMYA Soling 50 Class Rules - 2009 Overall General Specifications Length = 50 Overall Beam = 12 1/8 Overall Draft = 11 Sail Area = 800 Square Inches Displacement = 17 lbs. Minimum Mast Height = 61-1/4 Maximum
More informationOpleiding Informatica
Opleiding Informatica Determining Good Tactics for a Football Game using Raw Positional Data Davey Verhoef Supervisors: Arno Knobbe Rens Meerhoff BACHELOR THESIS Leiden Institute of Advanced Computer Science
More informationMini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE
Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25
More informationnapoleon's battles at divisional and onehalf
napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic
More informationMarine 6-Boat Free-Standing Racks SKU: Updated November 2011
Marine 6-Boat Free-Standing Racks SKU: 30-061 Updated November 011 Contains: Marine -Boat Free-Standing Racks (SKU 1-003) Marine 3 rd Boat Expansion Racks (SKU 1-0303) Marine Back Legs (SKU -001) 3 Sets
More informationOfficial Errata and FAQs, Version 1.3
Official Errata and FAQs, Version 1.3 This document presents amendments to the rules of and our responses to players frequently asked questions. When changes are made, the version number will be updated
More informationAncient Weapons. There are a plethora of ancient weapons from various parts of the world. Ancient
Rybicki 1 Austyn Rybicki Professor Bob Gilbert History 121-A 29 September, 2014 Ancient Weapons There are a plethora of ancient weapons from various parts of the world. Ancient weapons are mostly advancements
More informationSkirmish Action AAR: Ruhr 1945 By Russ Lockwood
Skirmish Action AAR: Ruhr 1945 By Russ Lockwood This tidy little 1945 scenario for Skirmish Action (SA) comes courtesy of Dennis Shorthouse, whose figures and terrain make for a good-looking WWII table.
More informationStellar Empires: Fleet
Stellar Empires: Fleet Section 1 Introduction: 1.1 Overview Welcome to the Stellar Empires game system referred to as SE for simplicity. This game is designed to be the most all-inclusive starship combat
More informationATZK-SBD-E 21 July 2017
DEPARTMENT OF THE ARMY UNITED STATES ARMY COMBATIVES COURSE ECHO COMPANY, 1 ST BATTALION, 29 TH INFANTRY REGIMENT BLDG 933, 7101 HALL STREET FORT BENNING, GEORGIA 31905-4420 REPLY TO ATTENTION OF ATZK-SBD-E
More informationYANKS UP THE YANGTZE. A GAME OF WARFARE AND MAYHEM ALONG THE YANGTZE RIVER DURING THE 1920s. Written by Greg Blake
YANKS UP THE YANGTZE A GAME OF WARFARE AND MAYHEM ALONG THE YANGTZE RIVER DURING THE 1920s Written by Greg Blake Welcome to YANKS UP THE YANGTZE [YUTY], Cannon Fodder Miniatures rules for gaming warfare
More informationTHE BASIC GAME. Construction INTRODUCTION. Winning the Game
SBG300 TM THE BASIC GAME INTRODUCTION MetalKrushers is a game in which each player controls a Krusher in a futuristic arena. In the basic game, players are familiarized with the Arena Rules, which stress
More informationMILK AND COOKIES NAVAL RULES By John R. Buck Surdu
MILK AND COOKIES NAVAL RULES By John R. Buck Surdu Introduction: Milk and Cookies Naval Rules are designed for very young players to play games involving sailing ships. They were designed to be used by
More informationGRAND TACTICAL SERIES RULES v1.1
GRAND TACTICAL SERIES RULES v1.1 Table of Contents 1.0 Introduction 3 1.1. A note about the rules 3 1.2. A summary description of the game 3 2.0 How to read the counters 4 3.0 The time scale 4 4.0 The
More information3rd Edition RULES OF PLAY
Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls
More information