Showing posts with label Skirmish Game. Show all posts
Showing posts with label Skirmish Game. Show all posts

Sunday, January 18, 2015

GROT PIT FIGHT!

So I made a game for those that have a hand full of Grots and/or night gobbos.


GROT PITFIGHTER:

All models are WYSIWYG. The following is an "equipment list."
Shoota- 12" 5+ Single shot.
Slugga- 6" 5+ Single shot. One handed.
Six shoota- 6" 5+ Six shots. One handed. Can fire more than once per round. Each successive shot will kill the user on miss. Ex: First shot nothing. Second shot kills if a 1 is rolled. Third shot kills if a 1 or 2 is rolled etc If all six shots are fired even if a hit is rolled the model is killed on a final roll of 5. A 6 and the model will still live.
Choppa- 3+ in CC
Basha- 4+ in CC
Prodda- 4+ in CC. First round always hits first. Second round on always hits last.
Blasta- Overwatch on 4+. 6" 3+ Single Shot.
Stick bomb- 6" small blast hits on 4+. One use only. Counts as Basha in CC. If use in CC roll. On a 1 or 2 resolve Stick bomb centered on user.
Net- 6" 3+. One use only. Overwatch on 3+
Ball n' chain- movement is random 2d6. You can add an additional d6 if you want but if all 3 numbers are the same remove as casualty. If user moves into another model on 3+ that model is removed. If movement ends on a model that is not removed move that model 1" away.
Shouting- Friendly models w/in 6" Overwatch on one more. (6+ hits on 5+ instead etc)
Spyglass- Counts as Basha in cc. Friendly models w/in 6" hits on ranged attacks at one better. (5+ hits on 4+)
Psychic(Clutching head)- Range 8" Roll a dice. 1: the model is killed, resolve a stick bomb blast centered on the model before removing it. 2-3: the model is killed 4-5: the target is killed 6: the target is killed, resolve a stick bomb blast centered on the model before removing it. This may be used instead of attacking in CC but only once regardless of whether the model charged or not.
Rock- 4+ in CC. " 5+ Once use only. If used as a ranged attack it can no longer be used in CC.
Cannon Shell- 3+ in CC but always hits last. If user is killed center a large blast on it that hits on 3+.

Players roll off then take turns drafting from available models. Five minis for two players, three for three or four players, two for five or six, and one for any number more.
After draft the players deploy their models on the border of a one and a half foot square area at least 1" away from another model. Place the pitmaster in the center of the area. Roll for player initiative. They activate one of their models in turn. Starting at the first player again if players control more than one mini.

Models move then shoot then assault. Ranged weapons that indicate a number of shots(one shot, six shots etc) must be reloaded the following activation. A reloading model may not move, shoot, or assault but will make Attacks if engaged in CC. Models move 6" and charge 2d6" unless indicated. Attacks in combat kill on a 5+ unless the Models are equipped with a CCW. Models that charge may roll two Attack dice.

Squig models move 12" and have are 3+ in CC. If they charge they hit first against any model not equipped with a Prodda. When a bomb squig is killed resolve a stick bomb blast centered on it before removing the model.

The pitmaster is activated at the end of every full round of activations. That is that activates as though just another player. The pitmaster will move toward any model that did not move or was not attacked that round. If the pitmaster was attacked it will move toward the first model that round that attack him. The pit master moves 8" and hits 3+ in CC. His whip is 6" and hits on 3+ The pitmaster must be hit four times before he is killed. Any player that kills the pitmaster is automatically the winner.
The winner is the only player with models remaining on the board at the end of a round of activations.

Tuesday, August 30, 2011

Strange Aeons

Yesterday I received my copy of Strange Aeons a Canadian independently produced skirmish miniatures game. The game is a two player game. One player takes the role of the baddies who are anything from cultists who seek to raise dead gods to avatars of those gods. The whole game is based around the stories of H. P. Lovecraft of whom I'm sure everyone has some knowledge of *cough*Cthulhu*cough* The other player takes control of Agents of "Threshold" an organization that fights these evil powers at every turn.

The rules are simple enough and there are more advanced rules later on. The game distinguished itself right away with its imaginative campaign style rules. As the Threshold agents grow and gain power so too do the "Lurkers." The Threshold crew must keep the same list until the main character is killed. Lost secondary agents can be replaced. There is also a way to balance the equipment of both sides which makes everything fair.

So Gott Des Todes and I threw some crews together and played a few games. My crew of what I had termed D.O.S.I.E.R. (Department Of Supernatural, Interdimensional and Extraterrestrial Research) started out small but grew by the end of the last game (Mainly because we misread the rules and I needed to get more men). Leading was Ivan Gregoryvitch the only Russian who knew the true nature of the Tunguska event. Armed with his trusty Mosin-Nagant rifle, lucky bear hat and armor he was sent with his fellow agents to investigate the explosion at the Brooklyn Museum. The area had been cordoned off by the police but anyone that had gone in to investigate had not returned.

Joining the stalwart hero was Agent Mark Wesberg a rather tough fellow who macheted first and asked questions later, Agent Shelley Winthrop who was well versed in Ancient Script and Peter a sailor friend of Mark's who had been brought along as extra muscle. Inside they came upon the cause of the ruckus: A mummy who had been part of the Egyptology exhibition and had subsequently risen from the dead. They confronted the mummy and after filling it with lead realized the futility of their actions. They escaped barely but not without the mummy assaulting and cursing Mark. Later he would find everything he fought causing a deep and horrible fear in him.

Then as the team made their way through the museum to the exit they came upon three zombies raised by the Mummy. Using the the exhibits Ivan, Mark and Shelley maneuvered themselves around the living dead. Peter, unfazed drew his .22 to unload round after round at the nearest zombie. With his second shot the gun was jammed.
"Damn it you piece of shit! Of all the times!" He moved away from the three zombies who now placed their attention on him. He unjammed his gun and fired again. The last thing the other three saw as they ran out of the museum was Peter surrounded by zombies.
"NOOOOOOOOOO!!!!"

Peter later showed up at D.O.S.I.E.R. HQ none the worse for wear. The crew re-equipped they returned only to face a giant undead monstrosity stitched together from the zombies and given monstrous strength. Mark was killed and the crew fled once again. This time to the rest of the museum where they searched for ancient artifacts to aid them in their battle. Ivan used a telephone in the curator's office to call in reinforcements.

In an hour the final showdown in the center of the Egyptology museum began. Shelley now armed with the knowledge to be able to bless the teams weapons did so. Training D.O.S.I.E.R. agents led by Alan Firth brought a .25 machine gun to the fight. Cultist followers of the Mummy, hellhounds and the mummy itself were waiting for the Agents. The battle was fierce with a two training agents and Shelley being struck down but in the end the D.O.S.I.E.R. agents prevailed.