Taidan olla todella järjestelyvimmainen, mutta yhtä perus "keksitäänkö kotisääntö tälle" tekstiä kirjoittaessani päähäni lävähtikin visio kotisääntökeksijäporukasta. Olen tässä lähiaikoina pitkän kotipelitauon jälkeen alkanut pelailla muutamia kotipelejä. Huomaan sen, että asenteeni on muuttunut vapaammaksi kaikkia uutuuksia ja kummallisuuksia kohtaan. Täällä on kuitenkin aika paljon kehitelty varsinkin uusia hahmoja muutamissa projekteissa, joten mielikuvitusta ja kiinnostusta löytynee. Siispä voisimme aloittaa pienen tauon jälkeen uuden projektin.
Kohteena olisi kaikenlaiset pienet ja yksinkertaiset kotisäännöt. Tällä pieneydellä pyrkisimme siihen, ettei pelitasapaino järkkyisi ja näille saattaisi ihan oikeasti olla käyttöä. Vaikka olin jossainvaiheessa innoissani hobitti projektissa mukana, huomasin etten ole pelannut pelin peliä niillä säännöillä. Ekanjatokanajansääntöjä en ole jaksanut edes vilkaista. Säännöt ovat varmasti hyvät, mutta vikana on se, että uusia hahmoja on niin paljon liittyen vain löyhästi aikaisemmin opittuun. Nämä uudet kotisäännöt olisivat vain lisiä, joista saa valita mitä käyttää ja mitä ei, maun mukaan. Päätavoitteena voisimme pitää, että joskus suomenmaalla jotkut vapaamieliset järjestäisivät turnauksen/tapahtuman, joka tukisi tätä sääntöpakettia.
Toimiakseen, tämä tarvitsee suht aktiivisen keksijäporukan[Vinkkaus edellisten projektioiden perusteella ainakin Averrenille, Findalfille, Valtsulle ja Landelle], mutta myös aktiivisen kommentaattoriporukan, joka testailisi ja kertoisi käyttäjäinmielipiteen, joka ei ole välttämättä nähnyt tekovaihetta vaan keskittyisi ainoastaan toimivuuteen[Vinkkaus kaikkiin lukijoihin, joilla on vähänkin munaa ja seikkailukykyä]
Jos ihmettelette mitä kotisääntöjä tässä nyt ollaan tekemässä, miettikääpä itse, mitä haluaisitte tuoda lisää tähän peliin. Noinniinkuin tältä istumalta loisin bannerityylisen soittimen, jonka voisi ostaa rivimiehelle[Haradille torvi, Rohanille rumpu, Kääpiöille säkkipille]. Loisin myös Haradille noidan, joita siellä mustien numenorilaisten keskellä oli.
-Yrittäisin ensiksi luoda siis ns. tylsille kansoille väriä [kääpiöt, haltiat, rohan, mustainmaalaiset].
-Sitten yrittäisin keksiä lisää persoonallisia aseita, kuten esimerkiksi kirvestyyppejä, nuolityyppejä.
-Sitten yrittäisin keksiä käytettävät säännöt säätiloille.
-Sitten ideani loppuisivat ja katsoisin thelastalliancesta joitain huonostitoteutettuja, mutta hyvin ideoituja juttuja ja veisin ne loppuun.
-Tätä kaikkea en kuitenkaan yksin voisi tehdä, sillä niistä tulisi vain yhden ihmisen näkemys asiasta.
Nyt en jaksa enää puhua, sillä ajatukseni alkavat harhailla. Oli tässä vielä jotain sanottavaa, mutta senhän ehtii joskus, jos tämä lähtee liikkeelle.
No innostutteko? Aatteeni ovat usein hieman liian korkealentoisia, mutta tässä saattaisi olla järkeä?
__________________________________________________________________________________
__________________________________________________________________________________
PELITESTAUSTA VARTEN VALMIIT SÄÄNNÖT:
Pelitestaajille, muokattu 11.8.05 klo 13:08:
Nyt mukana nuolityppien ja ruoskatyyppien lisäksi mm. moukari, taistelukeppi, Rohanin royal spear. Meiltä pääsi lipsahtamaan ruoskien yhteydessä overseerhahmotkin, joten työsarkaa on.
Enjoy!
WEAPONS
ARROW TYPES
Flaming arrows
Trough the history, fire has had an important role in wars. The most typical way to take the advantage of fire is to set arrows on flames, trying to burn the enemy alive.
In order to set arrows on fire there have to be a torch in the army.
Torch[one/army of 500pts.]..................................................20p
Counts as handweapon, but when the wielder wins a fight, roll d6, consult the burn chart and make the necessary modifications. Torchman can set on fire 5 arrows per turn. The torchman sets archers's arrows on flames by touching them at the move phase. When target is hit by a flaming arrow, roll d6, consult the burn chart and make the necessary modifications:
Burn chart
1-3: minor burn: model takes a S2 hit
4-5: 2nd degree burn: model takes a S3 hit
6: searing burn: model falls to his knees because of the pain [models with S5 or higher do not] and takes a S4 hit
Modifications
-1 If armed with heavy armour
-1 If target is used to handle with heat or otherwise thick-skinned
[Dwarfs, Mumakil, Trolls]
+2 If made of wood
[Siege machines, Ents]
+1 If are otherwise subjected to flames
[wights, wraights and wizards]
--- Balrog is immune to flames
Mithril weapons..................................................................15p
[Dwarves have throwing weapons, elves have arrows - Goblins use both.]
In the middle of flaming battles there will be delicious situations when a warrior would sell his or her grandma for one decent arrow or throwing axe. On lands where mithril are usual, heroes may receive a mithril weapon for the points cost indicated.
If target is hit by a mithril weapon, a wound is caused instantly. Fate can be used normally.
OTHER WEAPON TYPES
Attack whip.................................................................. 10p
It's extremely hard to fight with a whip, so the wielder gets a -1 to his fight rolls.
Special Rules: Entangle: Sometimes wielder tries to tie his enemy with a whip and with that disarm him.
If wielder rolls over opponets Fighting value, he can strike a further strike towards every roll that was greater than opponets fighting value. Roll of 6 is always succesful. Of course only if wielder wins a fight.
Etc. Uruk-hai captain fights against Minas tirith warrior and rolls 5 and 6 and wins. He can now use 4 dice when wounding. 2 normal attacks, 2 dice from rolls 5 and 6 both of which are greater than the fight value of the warrior.
Slave whip................................................................... 5p
Evil creatures are often forced to surpass their limits especially when its needed most. Slave whip is the most effective way to squeeze out more power when its needed.
Slave whip can be bought to evil captains and heros. Overseers has a whip automatically. Slave whip is not suitable for fighting. If captain decides to use the slave whip, every orc within 3" from the captain can move 7" on that move phase. Keep on eye who were under the effect for the morale test.
After a move phase when slave whip has been used, test for the morale of the orc group near the captain wielding the whip.
Throw d6, on a roll of
1 the group is fit to be tied. They are sick and tired of all slashing and haste. The user of the whip finds himself surrounded by mob of raged orcs. Every orc under the influence of the whip hits the bearer with one's own strenght.
2-3 the group revolts and moves only 5" ignoring the whip.
3-6 the group moves 6", whip can be used normally
Rod/Bamboo stick...................................................1p [Heroes 5p]
Bamboo sticks and rods are often used especially on Eastern and Western areas of middle earth. It isn't very effective nowadays against heavy armours but rightly used they can be very effective when fighting overnumbered.
If warrior with a stick wins a fight he can make two quick attacks with Strenght value reduced by 2. Warrior with rod can never be trapped and can use shielding rule with the stick.
Warrior with stick cannot be supported by a spear. Sticks cannot be used with heavy armour or with any other equipment. This skill is so rare that you can only give 5 sticks per Harad/Easterling army of 500pts.
Hammer..................................................................2p[Heroes 5p.]
Hammer is a big brother of a two-handed weapon. Warrior fighting with warhammer gets -2 to the fighting roll but also gets +2 to the
wounding roll. Warrior with warhammer never benefits if the target is trapped. The warrior wielding it may hit his fellow fighters too due to the clumsyness of the hammer. If there's friendly models in a same battle within 1/2" from him and they win the fight, the hammer hits them too with wielder's normal strenght without +2 modification.
Wielding of a Hammer takes strenght. Only warriors with S4 are able to use hammers. Hammer has to be presented on the model using it.
Royal spear................................................................3p
Even though the smiths of rohan are not the finest of middle-earth those things that they are specialized on are beyond compare. One of those important areas of research is weapons used on horseback. The most advanced weapon is the royal spear which can be used both as a lance or as a throwing spear.
Rohan royal guards has this option when on horseback. Royal spear works as a throwing spear when shooting and as a lance when in close combat. You can't use it as a throwing spear when attacking.
CHARACTERS
FILTHY CREATURES
Oveseer...................................................................20-30p
Overseers are the backbone of forces of evil. They keep an eye on every creature on their land ensuring that everyone does one's best and a little bit more. If a snap of a brutal whip is needed, they aren't afraid using it
Koodi: Valitse kaikki
Goblin overseer..................................................20p
F S D A W C M/W/F
3/5 3 4 1 1 3 1/1/1
-Hand weapon, armour, whip
Orc overseer......................................................25p
F S D A W C M/W/F
4/5 3 5 1 1 3 1/1/1
-hand weapon, armour, whip
Uruk-hai overseer..............................................30p
F S D A W C M/W/F
4/4 3 5 1 1 4 1/1/1
-Hand weapon, armour, whip
Goblin Torturer..............................................................7p
These goblins are bigger and nastier than common Moria goblins. They're used as bodyguard for captains, or even the Gobling King himself. During a battle they form a group of deadly shocktroops which can easily march on a frontline due their armour.
Koodi: Valitse kaikki
F S D A W C
3/5 3 5 1 1 3
Goblin, heavy armor, hammer/scimitar
Two-handed wpn: Free
Shield:+1pts
Special Rules: No Jump test; Bodyguard
Wild Man Great Captain.............................................................50p.
Koodi: Valitse kaikki
F S D A W C M/W/F
5/- 4 4 2 2 4 2/2/1
Man Hero, no armor, 2-handed axe
Hand wpn: Free.
Leather armour: +5pts.
Warg: +10pts.
Wild Man Witch-healer.........................................................50p
On the lands of dunlendings lives a broad knowledge containing natural heeling and drugs. Dunland is full of many kinds of natural recources like herbs, mushrooms and berries. Those ingredients combined with the knowledge of wise and old healers can be helpful in battle. Witch-healers are old artists of this ancient art.
Koodi: Valitse kaikki
F S D A W C M/W/F
3 4 4 1 2 3 1/2/1
-Staff
-movement 5"
-old
Natural drugs: Once in a battle friendly hero can touch Witch-healer to receive medicins or drugs. When hero does that, Witch-healer puts a random bag into the heros' hand. Throw a d6:
1-Wild berries
recovers users wounds
2-Simbelmynë extract
restores users fate store
3-muddy roots
restores users will store
4-herb powder
increases users courage +1 for the remainder of the game.
comes fearless against terrifying enemies.
5-mushroom soup
User runs 7" to a random direction and restores 1 might point
6-leaf
Reduces users fate store to 0
The effect lasts for one turn. User gets inhuman strenght [S5] and automatically does free heroic combat. Leaf reduces also users attacks to 1 when under the effect.
Hero can decide to use the drug at the beginning of his move phase.
LANDS OF HARAD
Desert Hermit.........................................................................?
On wastelands of Harad can be found a few lonely wanderers. These hermits have usually lost their families and left their homes. Hermits are one with wilderness and have a great knowledge on nature and a tight bond to animals. It allows them to use the strenghts of nature on a battlefield on those few occasions when they get involved in a battle.
Koodi: Valitse kaikki
movement 5"
F S D A W C - M/W/F
3 3 3 1 2 3 - 1/3/2
Wargear
Desert hermit carries a sturdy walking staff [two handed weapon], and herbal medicines.
Special Rules:
Mend Wounds - Whenever a warrior or hero of Harad dies within 3" of the Witch Doctor dies, they may roll a D6. On a score of 6 the Witch Doctor is moved into base contact with the model and the wounded model is restored by 1 wound.
Enchanted animals - At the end of a move phase if hermit isn't in a fight, he can attempt to enchant an animal. If the hermit rolls the needed value, he catches the attempted animal and gains a control over it. The animal is placed in base contact with the Hermit and can move normally on the following turns.Koodi: Valitse kaikki
movement 4", ignores difficult terrain
F S D A W C
1 2 2 1 1 2
Wargear & Special rules:
Snake uses a pair of sharp, poisonous fangs to attack the enemy.
Poisonous Bite - When someone is wounded by a snake they count as being poisoned. Refer to Shelobs rule of Venom. When the snake wounds a warrior, it becomes weaker and flees to regain strenght. Snake is removed as a casualty and the Hermit can try enchanting a new snake.Koodi: Valitse kaikki
movement 12"
F S D A W C
0 0 3 0 1 0
Special rules:
The Eyes of the Hermit - The hermit is assumed to have a line of sight to every model the bird sees. The bird cannot be charged but can be shot. The bird is not considered as a model for the purposes of winning a scenario. When a bird is shot down, hermit can try enchanting a new bird.
Fly - Refer to the rules of GwaihirDusk Runner.........................................................................7p
Dusk runners are the scouts of the harad and therefore have to face enemies in extreme situations. They have to be almost invisible to their enemies so as not to be detected.
Koodi: Valitse kaikki
F S D A W C
1/4 3 3 1 1 3
Dusk runners wear sandlike cloaks(counts as elven cloak). Dusk runners have light armours, bows and may equip extra items at additional costs:
Spear - 1 point
Steady juniper bow - 2point
(Juniper bow count as a crossbow and is so rare in Harad that there is a limitation of 5 juniper bows per 500p )
Special rules
Poison arrowsDawn Runner.....................................................................9p
Dawn runners are the front group of the harad army and find themselves often fighting outnumbered. They are well-trained, honourable fighters from Eastern parts of Harad.
Koodi: Valitse kaikki
F S D A W C
3 3 3 1 1 3
Wargear
Dawn runners have light armours and personalized combat rods.
Special rules
Well-trained - Every Dawn runner goes trough a hard and long training period when they are teached the skill of using their combat rods. If a dawn runner decides to use his rod making two quick attacks, his Strenght value is reduced only by 1, not 2.
Virtuous defenders - Dawn runners have learnt to respect their commanders. They get so much inspiration from them that whenever a hero of Harad is within 6" from them, they receive a +1 to their fight roll.
Ancient skill - This skill is nowadays so rare that only 5 Dawn runners can be taken per 500p army.PEOPLE OF RHOVANION
Bard II, son of Brand............................................................75pts
The son of Brand and heir to the Lordship of Dale. His father was slain in the Battle of Dale, and Bard was forced back to Erebor, where he was besieged with his ally Thorin III for seven days. When news came from the south of the destruction of Sauron, Bard and Thorin emerged from the Lonely Mountain and broke the siege.
Koodi: Valitse kaikki
F S D A W C m/w/f
4/4 4 5 2 2 5 2/2/2
Heavy armour 5pts
Longbow 5pts
King in making
If Brand loses his last wound place a mark or leave him on the spot he died. If Bard II spends a whole turn in base contact with killed Brand without doing anything, his Fight raises to 5 and he gets one extra fate point. Thorin III Stonehelm, son of Dain Ironfoot..............................95p
The young and relentless son of Dáin Ironfoot, who succeeded as King of Durin's Folk after his father's death in the War of the Ring. In spite of his young age, he's a strong is arm and he can use his axe with deadly speed and strength.
For his young age Thorin can be foolhardy and sometimes overdriven nearly mad by his rage.
Koodi: Valitse kaikki
F S D A W C M/W/F
5/4 4 6 3 3 5 2/2/2
Dwarf Hero, axe
Heavy armor: +5pts
Throwing Axe: +5pts
Barazantathûl: +10pts, Only in scenarios where Dain is not icluded.
Overdrive: As mentioned earlier, Thorin is still young and somtimes he can act very unforeseen.
If one or more good heroes/3 or more good warriors dies within 6" of him then the next turn Thorin must always charge the nearest enemy possible. In addittion for that turn his Strength is increased to 5 but defence and Fighting values decresed by one.
Men of Esgaroth..............................................5p
These men have dwelled in Laketown since the Laketown was founded. All them assumed for taking the refugees of a fallen kingdom of Dale into their city.
Koodi: Valitse kaikki
F S D A W C
3/4 3 4 1 1 2
Leather armor, sword
Bow: +1pts
Warriors of Dale...............................................9pts.
The Men who dwelt beneath Erebor
These men come from the fallen kingdom of Dale, which was reigned by Girion before Smaugs attack. During that attack, the city was destroyed and many citizens of Dale were killed.
The men of a fallen Dale are dark and grim people, usually very tall and few in numbers.
Before the refoundation of Dale these men were only one to kept the heritage of the Dale still alive, and the elder of this people still recalled stories of the day when everything was ruined.
Lord of these men are quiet and grim man called Bard, who founded kingdom of Dale again when Smaug was killed.
Koodi: Valitse kaikki
F S D A W C
4/4 3 5 1 1 4
normal armor, sword, shield
Two-handed longsword: Free
Heavyarmour:+1pts
HORSE LORDS OF ROHAN
Háma......................................................................55p
"The doorward of Théoden and captain of the King's guard of Rohan. He fell in the Battle of the Hornburg during the War of the Ring."
Koodi: Valitse kaikki
F S D A W C M/W/F
4/4 4 6 2 2 4 2/1/0
Man Hero, Heavy armour
Cost: 55
Horse:+10pts
Shield: +5pts
Throwing Spear:+5pts
Expert Rider: Erkenbrand is the one of the Rohirrim and therefore follows the rule expert rider.
Protect the King:
If Háma is in a combat within 6" from Théoden, who is also in a combat, Háma can do a free Heroic Combat. If succesful, Háma has to charge against an enemy Theoden whenever possible.
Théodred, son of the king..................................................55p
"Only son and heir of King Théoden of Rohan. He was slain in the First Battle of the Fords of Isen during the War of the Ring."
Koodi: Valitse kaikki
F S D A W C M/W/F
5/4 4 6 2 2 5 3/1/0
Man Hero, Heavy armour
Cost: 55
Horse:+10pts
Shield: +5pts
Throwing Spear:+5pts
Expert Rider: Théodred is the one of the Rohirrim and therefore follows the rule expert rider.
"A lord of Rohan and later Marshal of the East-mark; he fought with Grimbold in the Second Battle of the Fords of Isen after the loss of Théodred."
Koodi: Valitse kaikki
F S D A W C M/W/F
4/3 4 6 2 2 4 2/1/2
Man Hero, heavy armour, Royal spear
Horse:+10pts
Expert Rider: Elfhelm is the one of the Rohirrim and therefore follows the rule expert rider.
Revulsion against Mordor: Erkenbrand has seen too much pain inflicted by the forces of Mordor when guarding the Eastfold. Every time he kills a captain from Mordor he receives a free might point.
"A Rider of the Rohirrim, who is a hero of the Last Battle of the Fords of Isen and quaranteed the safe withdraw of Elfhelm by excellent plan which nearly led to Grimbolds doom. The plan was succesful and many rohirrim warriors was left alive. Grimbold fought in both battles of the Fords of Isen. He rode to Minas Tirith, and was slain in the Battle of the Pelennor."
Koodi: Valitse kaikki
F S D A W C M/W/F
4/4 4 6 2 2 5 3/1/1
Man Hero, heavy armor
Shield: +5pts
Throwing Spear:+5pts
Horse: +10pts
Special Rules: Expert rider: Grimbold is one on the rohirrim, and therefore follows the rule expert rider.
Revulsion against Isengard: Grimbold has seen too much pain inflicted by the forces of Isengard when guarding the Westfold. Every time he kills a captain from Isengard he receives a free might point.Erkenbrand, Lord of Westfold.............................................65p
"A Rider of the Rohirrim who commanded the Westfold at the time of the Second Battle of the Fords of Isen. He was granted the title of Marshal of the West-mark by King Éomer after the War of the Ring."
Koodi: Valitse kaikki
F S D A W C M/W/F
4/4 4 7 2 2 5 3/1/1
Man Hero, heavy armor, shield
Black Horn of Rohan:+20pts
Horse:+10pts
Special Rules: Expert Rider: Erkenbrand is the one of the Rohirrim and therefore follows the rule expert rider.
Revulsion against Isengard: Erkenbrand has seen too much pain inflicted by the forces of Isengard when guarding the Westfold. Every time he kills a captain from Isengard he receives a free might point.
The Black Horn of Rohan: Black Horn is a precious heirloom of Erkenbrands house. It's a glorious sight on a battlefield and a clear status symbol. The Black Horn of Rohan can be sounded in a fight phase if there's more enemies than friendly models within 6" of Erkenbrand. When sounded, all friendly models, including Erkenbrand, counts as being within a range of banner.ELVEN HAVENS
Eleni Guard......................................................................30p
Eleni Guard consists elder troops of well trained warriors.
Koodi: Valitse kaikki
F S D A W C M/W/F
6/- 4 5 1 1 6 1/1/1
Elf, heavy armor, elf blade
Shield: +2pts