Errata and new rules.

This section is for the testing, feedback and discussion of Prim's homebrew skirmish game.
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Primarch
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Errata and new rules.

Post by Primarch » Thu Jul 23, 2015 7:30 am

Following some feedback from games, the rules for weapons and equipment will be updated. At the moment, my PC, containing all the master files is in the shop being repaired. So, to get you by, here are the updated weapons and dual wielding rules.

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Equipment limits and dual wielding.

Each warrior may carry up to three weapons. Some larger weapons (Such as bows and 2-handed weapons) count as two for the purposes of this limit. Shields also count as one weapon for the limits of how much can be carried. (Note you cannot attack with a shield).
So, for example a warrior could have a sling, a sword and a shield, or a 2-handed axe and a club.
A warrior may only use two weapons at one time. Note that in the case of equipment that counts as 2 weapons, they are all or nothing choices. You cannot mix them with other equipment.
Every time the warrior is attacked, whether by a Shoot, Strike or Cast action, the warrior must declare what combination of equipment they are using for the duration of the action and any subsequent reactions.
E.g. a warrior has a bow (2 weapons) and a shield (1 weapon). The warrior is shot at by an enemy using a Shoot action. The warrior must then select to use either the shield or the bow. The shield will increase their Resist score if the enemy hits. The bow will let the warrior shoot back at the enemy if they miss. The warrior may NOT select the shield and then switch to the bow once the result of the Shoot action has been determined.
In most cases, the equipment being used should be obvious, but in cases where the warrior may select something else, it is important to make it clear what is being used.

Dual wielding

Only one ranged weapon may be used per action. You cannot dual wield ranged weapons. Daggers may not be used for dual wielding.
It is possible for a warrior to be equipped with two 1-handed weapons. In this case you must select one of them to be your primary weapon for the duration of the Strike action being resolved, including any counter attacks or other reactions.
A warrior who makes an attack while dual wielding two 1-handed weapons makes their Strike action as normal. If they succeed in passing their Fight test, they add an additional +1 to their roll for the purposes of determining degrees of success. (Note that they only get the Dual Wielding +1 if they are successful in making a Strike action and the result will still cap at 10).
Dual wielding has no effect on Counter attacks.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Primarch
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Re: Errata and new rules.

Post by Primarch » Thu Jul 23, 2015 11:07 am

And an update to the Morale rules, which were rather lacking before.

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Morale Checks

During encounters between warbands, there are times when warriors will need to take Morale check. Morale checks are a specific type of Guts check. Warriors which pass their Guts check will continue fighting with no ill-effect. Those which fail will attempt to leave combat and perhaps even the enounter.

The following situations will cause a warrior to take a Morale Check.

- If a warrior is in contact with two or more enemy warriors and resists a Strike action.
- If a warrior is in contact with two or more enemy warriors and loses a point of Body to a Strike action.
- If a warrior resists a Shoot action and has no cover from the enemy warrior taking the Shoot action.
- If a warrior loses a point of Body to a Shoot action and has no cover from the enemy warrior taking the Shoot action.
- If a warrior resists a Direct Damage Cast action and has no cover from the enemy warrior taking the Cast action. (Note that cover has no effect on the Cast action itself).
- If a warrior loses a point of Body to a Direct Damage Cast action and has no cover from the enemy warrior taking the Cast action. (Note that cover has no effect on the Cast action itself).

Some spells may also cause a Morale Check or even an automatic Flee move.

When taking a Morale Check, the following modifiers alway apply.
-1 Per enemy warrior in contact.
+1 Per friendly warrior within 3".
+1 Per point of Body remaining.
+1 If the warband leader has not been Taken Out.

If the warrior passes this check, continue with the rest of the turn as normal.
If the warrior fails this check, they will Fall Back. When a Morale Check is failed, the warrior will immediately move 1"+1" per degree of failure as far as possible away from the warrior which provoked the Check. This will usually be in a straight line, but the warrior is able to move to avoid enemies and terrain if it will take the further from the cause of the check.

No Way Out
If the warrior is surrounded by enemy warriors in such a way that they are unable to move, they surrender and are automatically captured.

Follow Up
Any enemy warriors that were in contact with a warrior who Falls Back (and in contact with no other hostile warriors) may choose to follow up their opponent. As a Reaction, move the enemy warrior the shortest distance possible, so that they remain in contact with the Falling Back warrior.

Flee
A warrior who begins their activation Falling Back or Fleeing must take a Morale Test at the start of their activation. If this test is passed, they may act normally during their activation.
If this test is failed, they will Flee, taking two moves towards their Table Edge. They may move around enemy warriors and terrain, but must move by the shortest possible route towards their Table Edge. If a Fleeing warrior reaches their table edge, they are removed from play. They do not have to make a Survival Test, but they don't receive any RP for surviving the scenario. (They may still gain RP from completing objectives and other sources as usual).

No Mercy
Warriors in contact with a Fleeing enemy warrior may use a Reaction to make a free No Mercy Strike against them. No Mercy Strikes use the warrior's Fight stat, with no modifiers.

Warriors who Fall Back or Flee immediately drop any carried Objectives and may not pick up or carry any Objectives while they are Falling Back or Fleeing.
Enemy warriors are free to attack warriors who are Falling Back or Fleeing as normal.
A warrior who is Falling Back or Fleeing may not make any Reactions to enemy actions, but if targeted by a Strike, Shoot or Cast action, may make a Morale Check after the action has been completely resolved. A success on the Morale Check will allow the warrior to return to normal. A failure will result in the warrior Falling Back.


Summary.
Falling Back - 1"+1" per degree of failure away from the warrior causing the Morale Check.
Fleeing - A double move towards the warrior's table edge.
No Way Out - A warrior is unable to make a Fall Back or Flee move due to being surrounded by enemies. The warrior is Captured.
Follow Up - A Reaction used when an enemy warrior in contact Falls Back. Move this warrior into contact.
No Mercy - A Reaction used when an enemy warrior in contact Flees. Make a Strike action.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Re: Errata and new rules.

Post by Primarch » Wed Aug 19, 2015 12:06 am

Just going over some faction rules to try to balance out some of the weaker ones

The Elvahr's Children rule seems to be one of the less impressive ones. While the idea of having Taken Out warriors get back up again seems good in theory, it boils down to each warrior getting one faction roll per game, whereas other factions get them every turn.
So, to change the faction rule a little:
When a warrior from this faction is Taken Out for the first time, lie the warrior on it's side as usual. At the end of the turn make a Faction Test for the warrior. If the test is successful, stand the warrior back upright and return it to play with 1 point of Body. If the test is failed, continue making Faction Tests at the end of every turn until the test is passed or the game ends. When a warrior with this rule is taken out for the second time, remove it from the table entirely.
The Circus is also one of the less impressive rules as it is hard to trigger and doesn't really do a lot for the warband as a whole. So, to make it more useful to a melee specialised warband with a low figure count:
When a warrior with this faction rule is the target of a Strike action, take a Faction Test. If the test is successful, this warrior gains +1 Fight and +1 Resist for each enemy warrior in contact, for the duration of the Strike action and any Reactions.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Re: Errata and new rules.

Post by Primarch » Wed Aug 19, 2015 12:32 am

It has been mentioned that some of the Croc-kin's spells were a little weak.
Swamp Water - Range 6" - Summoning - Place a 5" diameter Swamp marker anywhere within range of the caster. This counts as a piece of water terrain. Shoot actions targetting Croc-kin within the Swamp marker suffer -1 to their Fight. A caster may only have 1 Swamp in play at a time.
Goad - Range 12" - Manipulation - If the target warrior makes a Charge action of at least 4" this turn it gains +1 Fight, if the Charge is over 6", it gains +2 Fight and if the charge is over 8", it gains +3 Fight.
Thick Skin - Range 12" - Target warrior automatically passes any Resist tests on a natural roll of 9 or a 10 this turn. (Normally only a natural 10 is an automatic pass).
Lunge - Range caster - This warrior makes a Strike against an enemy warrior within 6". The enemy warrior may not Counter Attack.
Snap - Range 12" - Direct Damage - This spell is resisted by the target's Agility, rather than it's Resist.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Re: Errata and new rules.

Post by kojibear » Sun Nov 01, 2015 9:03 am

Primarch wrote:
The Circus is also one of the less impressive rules as it is hard to trigger and doesn't really do a lot for the warband as a whole. So, to make it more useful to a melee specialised warband with a low figure count:
When a warrior with this faction rule is the target of a Strike action, take a Faction Test. If the test is successful, this warrior gains +1 Fight and +1 Resist for each enemy warrior in contact, for the duration of the Strike action and any Reactions.
Looking forward to trying it out at the HoR day in December or before if I can make it to a Joshin/Zengo day. Just need to make sure these melee showmen and women can get to the enemy before taking an arrow in the chest. :)

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