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Home brew epic scale games

 Post subject: Home brew epic scale games
PostPosted: Tue Oct 26, 2004 5:53 pm 
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As the topic says, I made rules for several epic scale games.

The first (it was far from my first ruleset, trust me) has it's base in the movie "King Arthur" that I saw this summer. After a long process, I reached this product:
3 countries, each with honest people, defending their land, with jealous rulers, desiring everything the other countries have.

*Looks for attachment button*

Wtf? Where is the attachment button?

Frecus
The glade wanderer
Madwarrior

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I declare extra- Er... Extri- No... Erm... Ah whatever, just nuke the planet! - Inquisitor anderwell, after retreating from Siza V, wounded.
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 Post subject: Home brew epic scale games
PostPosted: Tue Oct 26, 2004 8:34 pm 
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Hi!

I have dabbled in making home brew 6mm rules too.

Heresy are alternate 6mm rules for the 40k universe.

They are available at www.netepic.org

Primarch

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The Primarchload
Magnetized Titans Tutorial
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 Post subject: Home brew epic scale games
PostPosted: Tue Oct 26, 2004 11:06 pm 
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Sorry. Attachments are limited to the painting boards. If you have a seperate host you can add a link, or you can email it to me and I will host it for you.

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 Post subject: Home brew epic scale games
PostPosted: Wed Oct 27, 2004 9:54 am 
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We did a 6mm fantasy game too... pre warmaster based on NetEPIC rules... got it lying about somewhere.

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 Post subject: Home brew epic scale games
PostPosted: Wed Oct 27, 2004 9:58 am 
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Reminds me - we did SM2 army lists for Empire and Rebel forces too... the system is quite adaptable, fighter combat was an easy conversion too.

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 Post subject: Home brew epic scale games
PostPosted: Wed Oct 27, 2004 7:30 pm 
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Well then, I will post the rules directly:

Note: All distances are in cm.
Note: rules may be a bit unclear...

Start of the game:
Before the game, the terrain is set up in a manner agreed upon by both players. Then, each player sets up his army, in a territory 30 cm from his opponent. When this is done, roll a dice for who gets first turn.

Each player makes a full turn before his opponent can do something.
Every turn, every model may do 1 action &, at the end of the turn, fight. This can be moving, shooting or magic.
This must be done in this order: Moving-shooting-magic.

In Movement, the model may move as much cm as indicated in his/her/it's M stat. If this model is flying, it may fly over any and all terrain without penalty.
All terrain, like woods, rocks, and buildings, cannot be passed through by arrows or models, they have to either get over them or around them. Sloped hills however, can be walked upon.

When a unit wants to shoot, it may shoot d6 A for every 5 US in the unit left, on a unit which is can be seen from the point where the unit is standing.
If 5 archers die, detract 1 d6 from the unit's total. Ex: 2 archer units shoot, one has 7 archers left, and so may shoot 2d6 A, the other has only 5 left, and so may use only 1 d6. Note, if a unit is on a hill, it may look over other unit which are not on a hill. If there are less than 3 US left, the unit may only do 1 A.
When a wizard wants to cast magic, he may use one of the three spells in his list. The player must roll a 4 or higher to cast. If he fails to do so, that particular wizard must wait until next turn before he can cast again.
After all models have done their action, the models with an enemy in base to base may attack this unit.

Magic spells:
Awesome power: Select 1 unit within 20 cm, any unit who wants to attack this unit in your opponent's next turn must roll a 4 or higher on a d6 to do so.
Magic wave: Moves any one unit within 20 cm up to 30 cm.
Fearsome sight: Any one unit within 20 cm must test for panic as if beaten in combat.

Vehicles, monsters and commanders:
Vehicles, monsters and commanders use the A, M and D stats as normal, but the US stat is different, marked
by a -V or -M for vehicle/monster, and -C for commander. A vehicle doesn't lose US, but is destroyed immeadiately if a single regiment does3 dice over it's D. If it doesn't get destroyed, you will need to do 3 damage in a single round again. Commanders are killed by the 2nd dice.

Fighting goes like this:
For every point of US the model has left, it may roll as many dice as are noted at A. For every dice that rolls over their opponents D, a US will be gone.
For example: A unit of human swordsmen with US are in base to base with a unit of Southern warriors. They roll 10 dice, as there are still 10 swordsmen left. They roll 4, 6, 5 ,5, 4, 3, 2, 2, 1 and 6. This has 7 dice over the warriors' D, so the warriors lose 4 US.
Shooting and magical damage (and any other damage) works exactly the same.

Pinning & panic:
Seeing if you are pinned or panic are referred to as panic tests.
Panic by defeat in combat:
-If half or more of a unit has been destroyed in combat (full size being their US at the start of combat), roll a d6, on a 1 to 4, the unit will retreat as decribed below. If any commanders are within 5 cm, a +1 applies. Another +1 applies if they still outnumber their enemy.
Panic by shooting:
-When a unit has been shot at, roll a d6, on a roll of 1, the unit retreats, on a roll of 2 or 3 it is pinned, as described below.
-If a casualty is caused, roll a d6, on a roll of 1 or 2, the unit will immediately retreat as described below, on a roll of 3 or 4, the unit will be pinned.
-If 3 or more casualties are caused, roll a d6, on a 1, 2, or 3, the unit will retreat, on a roll of 4 or 5, it will be
pinned.
Pinned: The unit cannot do any action next turn.
Retreat: The unit will move it's full movement +d6 cm away from its source of panic.

Kingdom of Mathain:

1+/250 pts, Commanders:
Captain: M10 A3 D4 US-C -20 pts.
May be given a horse for +5 pts, which increases his M to 20.

Priest: M10 A1 D3 US-C -40 pts.
Can use magic.

Standard bearer: M10 A2 D3 US-C -20 pts.
May be given a horse for +5 pts, which increases his M to 20.
Standard bearers give a +1 to panic tests after combat to units within 10 cm, instead of the usual 5.

2+/Commander, infantry:
Soldiers: M10 A1 D2 US10 -30 pts.

Archers: M10 A1 D1 US10 -50 pts.
May shoot at 30 cm.

0-3 per commander, cavalry:
Knights: M20 A2 D3 US5 -40 pts.

Cavaliers: M20 A1 D3 US10 -50 pts.

0-1 per commander Special units:
Chariot: M20 A3 D4 US-V -25 pts.

Crossbowmen: M10 A1 D1 US5 -35 pts.
May shoot at 45 cm, and get a +1 to damage when shooting.


Woods of Thirion

1+/250 pts, Commanders:
Merlin: M10 A3 D3 US-M -55 pts.
Can use magic.

Chief: M10 A3 D3 US-C -15 pts.
May be given a horse for +5 pts, which increases his M to 20.

2+/Commander, infantry:
Woodsmen: M10 A1 D1 US10 -20 pts

Woods archers: M10 A1 D1 US10 -50 pts.
May shoot at 30 cm.
May have flaming arrows at +10 pts, which gives a -1 to all panic tests.

Hunters: M10 A1 D1 US5 -20 pts.
May shoot at 15 cm.

0-1/ commander, cavalry:
Forest heavy cavalry: M20 A1 D2 US5 -20 pts.

Forest horse archers: M20 A1 D2 US10 -70 pts.

0-2/commander, special units:
Forest spirit: M20 A2 D5 US-M -25 pts.

Stone thrower: M5 A1 D3 US-V -40 pts.
Throws a rock 1d6-6d6 from the thrower. The unit hit will take 2d6+3 hits.

Giant: M10 A4 D4 US-M -25 pts.
If a unit wishes to attack a giant, roll a d6, on a 1, they cannot attack.


Wastes of Morga:

2+/250 pts.
Warlord: M10 A3 D4 US-C -20 pts.
May be given a horse for +5 pts, which increases his M to 20.

Druid:  M10 A1 D3 US-C -40 pts.
Can use magic.
May be given a horse for +5 pts, which increases his M to 20.

Hornblower: M10 A2 D3 US-C -20 pts.
May be given a horse for +5 pts, which increases his M to 20.
At the end of the turn, instead of fighting, the hornblower may blow his horn. Any enemy unit within 10 cm that didn't break from combat anyway must take a panic test.

2+/commander, infantry:
Warriors: M10 A1 D2 US10 -30 pts.

Raiders: M10 A2 D2 US10 -40 pts.

Archers: M10 A1 D1 US5 -25 pts.
May shoot at 30 cm.

0-2/commander, cavalry:
Mounted raiders: M20 A2 D2 US10 -50 pts.

Scouts: M20 A1 D1 US5 -15 pts.

0-2/commander, special units:
Morga Knights: M10 A2 D3 US10 -50 pts.

Giant: M10 A4 D4 US-M -25 pts.
If a unit wishes to attack a giant, roll a d6, on a 1, they cannot attack.

Frecus
The glade wanderer
Madwarrior

_________________
I declare extra- Er... Extri- No... Erm... Ah whatever, just nuke the planet! - Inquisitor anderwell, after retreating from Siza V, wounded.
Check my comoc @ http://www.comicofmana.tk


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 Post subject: Home brew epic scale games
PostPosted: Wed Oct 27, 2004 7:43 pm 
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The second game (another product of lots of other projects).

The fluff is quite a bit more complicated:
Humanity has expanded to mars. It went well for decades, and the planet thrived. But, itwent wrong. The enthousiasm for mars lessened and the lands proved less well suited for inhabitation. But, the leaders on earth wanted to keep Mars under their juristiction, and beat down all opposition to their plans. After a long, harsh reign by the earth, a civil war erupted. The people rose up against the terran oppressors and defeated the governement in a long, bloody civil war. The richer citizens built up a new government. The trouble was, they were rich. A mega terrorist group named "Utopia" now wanted to get rid of them! A new civil war was born, but now, it was martians vs. martians, brother vs. brother. And to top it all, the government of Earth now wanted their colony planet back! They sent a huge army to retake it, and they didn't like what they saw. They expected a rebel planet, the found a bloody civil war, and were now stuck in it...

Starsiege: War on Mars, a sci-fi rulesset by Madwarrior V0.1

Base rules:

Set up:
When just simply pitting 1 army against another:
-Set up both forces with a gap of 60 cm between them.
-Roll for who goes first.
-Devise a way to determine victory.

Turn:
One regiment in your army will make 1 action every turn per 100 pts in the amy. You can take any regiment you have, and you can take a different one every turn, if you want, or you could take the same regiment twice. The actions for infantry are: Manouver, fire, advance, dig in and 'the big push'.
After the regiment has done an action, your opponent will make an action with a regiment. Then you are again, etc.
Tank actions are: Manouver, fire, advance and big push!
Artillery actions are: Fire.

Regiments:
Every army is organized in regiments. The size of these regiments is noted as RS in the stats at the bottom of these rules. For example, the artillery has RS3-6, this means that the regiment needs to be 3 to 6 artillery models.

Equal forces:
If you want to use equal forces, you can! Because every model can be used with a points value, noted in the stats as 'pts'.
I don't think I need to explain the way these points work.

Manouver:
This means that the selected regiment can move up to it's maximum movement value in a straight line. This can be in any direction.

Firing:
First, select an enemy regiment within range to shoot at. Range is noted in the R stat in the unit's profile. Then you select the units that are firing, and then fire!
This is being done with the A stat. The number behind the unit's A is the number of dice you have to roll to see with how
many shots the unit(s) hit this turn, roll for all units you want to shoot at the current unit you are firing at at once.
Now roll a number of dice equal to the amount of shots hitting (again rolling all dice for the firing units). Compare these
dice with the D stat of the target unit. Detract one US from the target unit for every dice with a number over the D stat of
the target unit. After a unit is destroyed, continue taking casualties from the next unit. When removing casualties, take
them from the closest unit in the target regiment.
Notes:
- If a unit is reduced to 2 or less US, the unit will automatically fire only 1 shot.
- When firing over half range (ex 15 cm for infantry), a -1 to to hit rolls apply.

Advance:
Basically, this is moving and firing. When advancing, you may move as normal, then fire with -1 to all hitting
rolls. This means that if you fire with for example 4 units, you roll 4 to hit dice, and detract 1 for every dice you roll.
The next regiment firing at you has a +1 to all hitting rolls.

Dig in:
The regiment my shoot 1 shot per unit in the regiment, in addition, the unit gains +1 D until activated again.

Vehicles:
Vehicles use the A, M and D stats as normal, but the US stat is different, marked
by a -V for vehicle. A vehicle doesn't lose US, but is destroyed immeadiately if a single regiment has
3 dice over it's D. If it doesn't get destroyed, you will need to do 3 damage in a single round again.

Pinning & panic:
When a regiment has been shot at, roll a d6, on a roll of 1, the unit reatreats, on a roll of 2 or 3 it is pinned, as described below.
If a unit from the regiment is destroyed, roll a d6, on a roll of 1 or 2, the regiment will immediately retreat as described below, on a roll of 3 or 4, the regiment will be pinned.
If 3 or more regiments are destroyed, roll a d6, on a 1, 2, or 3, the unit will retreat, on a roll of 4 or 5, it will be
pinned.

Pinned: The next action the regiment does may only be fire (at -1 to all hitting rolls) or dig in.
Retreat: The regiment will move full movement to the closest friendly table edge. After this, the unit will be pinned.


DR.M (Democratic republic of mars):

Bulk:
Standard infantry: M10 A1 D2 R30 US5 RS3-9 Pts3

Special:
Bikers: M20 A1 D2 R30 US5 RS3-9 Pts4

Mars guard: M10 A1 D2 R30 US5 RS3-9 Pts4
May take APC's at +3 pts/base (Raises D to 4 & speed to 20)
Get +1 to pinning & panic tests.

Mech: M15 A1 D3 R40 US-V RS3-6 Pts4

Psyker: M10 A- D1 R- US1 RS1-3 Pts7
Can do 1 of 3 psychic powers instead of shooting:
Psychic meltdown: Any 1 regiment on the table loses d6 US.
Psychic wave: Any 1 regiment may be moved up to its full movement in a chosen direction.
Psychic disruption: 2 of your regiments may immeadiately do an action.


TGF (Terran Government Forces):

Bulk:
Standard infantry: M10 A1 D2 R30 US5 RS3-9 Pts3
May take APC's at +3 pts/base (Raises D to 4 & speed to 20)

Special:
Heavy infantry: M10 A2 D3 R30 US5 RS3-6 Pts5
May take APC's at +2 pts/base (Raises D to 4 & speed to 20)
Get +1 to pinning & panic tests.

Battle tank: M20 A1 D5 R45 US-V RS3-6 Pts9

Battle droids: M10 A1 D3 R30 US5 RS3-9 Pts5
Ignore all pinning & panic tests.

Artillery: M5 A1 D3 R60 US-V RS3-6 Pts6


Utopia:

Bulk:
Rebel infantry: M10 A1 D2 R15 US5 RS3-6 Pts2

Outcasts: M10 A1 D2 R15 US5 RS3-6 Pts3
Ignore all pinning & panic tests.

Special:
Kamikaze buggy: M20 A- D4 R- US-V RS1-3 Pts7
When touching an enemy regiment, the kamikaze regiment will explode and do 2d6 hits per buggy.
Ignore all pinning & panic tests.

Cyborgs: M10 A1 D2 R30 US5 RS3-6 Pts4
Ignore all pinning & panic tests.

Storm troops: M10 A1 D2 R30 US5 RS1-3 Pts4
May take APC's at +3 pts/base (Raises D to 4 & speed to 20)
Get +1 to pinning & panic tests.

Psyker: M10 A- D1 R- US1 RS1-3 Pts7
Can do 1 of 3 psychic powers instead of shooting:
Psychic meltdown: Any 1 regiment on the table loses d6 US.
Psychic wave: Any 1 regiment may be moved up to its full movement in a chosen direction.
Psychic disruption: 2 of your regiments may immeadiately do an action.

Frecus
The glade wanderer
Madwarrior

_________________
I declare extra- Er... Extri- No... Erm... Ah whatever, just nuke the planet! - Inquisitor anderwell, after retreating from Siza V, wounded.
Check my comoc @ http://www.comicofmana.tk


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