UUSI SKIRMISH SCENARIO CHARIOTEILLA (GLADIATOR LEFFASTA)
Lähetetty: Ma 28.04.2003 15:21
Halusin rekreoida (sp?) sen chariot kohauksen Gladiaattorista joten kehitin tälläset säännöt. En oo kyl viel ehtiny koklata näit mut luulen et ne toimis ihan hyvin. Sori et toi diagrammi ei tullu mukaan tos pohjas mut varmaan te kaikki tän silti ymmärrätte.
Skirmish Scenario: Chariot fight a la GLADIATOR
Table: 24 x 24
Terrain: None (perhaps 4 pillars or something is ok but keep it very minimal). Each table edge is to have a designate “gate” at its centre (4 inches wide should do).
Forces:
- 2 High Elf chariots
- 10 Empire swordsmen, 10 Empire halberdiers (with shields), 5 archers – one of these models may be upgraded to a champion
Deployment: The Empire player places all his models within a 10” by 10” square in the centre of the table, the HE chariots enter from one of the four gates (written down before Empire deployment), so that the two chariots cannot enter from the same gate.
Game Length: Lasts until one side is destroyed. The High Elves get the first turn.
Victory conditions: Last man alive wins
Special rules:
- Both sides know that they’re fighting to the death and, as such, are immune to rout test and all psychology (except as noted below)
- Chariot rules:
o The chariots can move and charge as normal (doing d6 S5 hits), but may also make a special move called “Reaping the Harvest”. In this move, the chariot moves as normal (no marching), until it MUST assign one enemy soldier towards which it moves 3d6 + 2 inches (this generally also moves the chariot past this model but in the same straight line). After it has started its move towards this model the chariot cannot stop until it has reached the full distance obtained.
o The model to which this move is being done and any other models which would fall under the chariot’s path of movement are free to elect whether they want to stand their ground and attack, or attempt to jump out of the way. To determine whether the model jumps out of the way it must take an initiative test. If the test is passed, then the model is moved aside as the chariot passes it. If the model chooses to stand its ground, it will hit once against the chariot. If the chariot is not destroyed by this attack, or if the model fails its initiative test, then the model will take and automatic S5 hit.
o For each model passed over by the chariot (excluding those that jumped aside), the chariot must roll a d6. If they roll a 1, then something has happened, roll another d6 and consult the chart below:
1 : A spear, sword, codpiece, dead soldier, etc. has damaged the wheel or gotten caught in it, the chariot flips over with an impressive jolt and lands d3 + 1 inches in a random direction determined by an artillery dice. Any models (including the other chariot) under the new location of the chariot take an automatic S5 hit. The chariot is destroyed but leave its wreck in its new location (as difficult terrain for the other chariot), all surviving models are moved away from it but touching the wreck.
2-5 : A spear, swords, codpiece, dead soldier, etc. is stuck underneath the chariot. The chariot moves a further two inches forward (if it has this much movement left) and comes to a halt.
6 : The enemy is killed with a brilliant display of blood and gore (remove the model if he survived the original attack). All enemy models within 6 inches must take a Ld test or flee d6 inches away from the location of this deceased model. They automatically rally in the following turn but cannot do anything in their turn.
o For impact hits made by the chariot, use the following wound chart: 1-4 the model is dead, 5-6 the model is stunned. Chariots do not test for these results, instead they are simply destroyed after they suffer their fourth wound.
o Unless the chariot declares a proper charge as per the normal rules, the riders may use their bows (even if they made the “Reaping the Harvest” special move) with the normal –1 modifier to moving (preferably no extra –1 for shooting at individual characters).
o Once in combat (charged by enemies or after having made a proper charge), it may attempt to move out of combat by rolling 1-3 on a d6. However, if it attempts this, then the attacks of the chariot are halved (one crewman and one horse).
o Enemy models may intercept the chariot as normal, in which case they are treated as standing their ground (they make their attack and then suffer a S5 hit if the chariot is still alive). The chariot is free to move even after this interception.
- No models may depart the table for any reasons. If the model comes into contact with a table edge then it halts automatically, although it can be turned to face any direction.
Here is an example of chariot movement following the “Reaping the Harvest” rules:
A
C
B
Here, the chariot initially starts at position A, before it turns, moves 9 inches to position B, turns again and then proceeds to make the “Reaping the Harvest” move. A result of 14 is obtained on 3d6, so the chariot moves 16 inches forwards and passes over 3 enemy soldiers. The first two elect to stand, causing one wound on the chariot with both models taking wounds in return. The third model attempts to jump out of the way but fails its initiative test so it suffers a wound, which kills the man. The chariot is now in position C and is still free to shoot with two shots
Skirmish Scenario: Chariot fight a la GLADIATOR
Table: 24 x 24
Terrain: None (perhaps 4 pillars or something is ok but keep it very minimal). Each table edge is to have a designate “gate” at its centre (4 inches wide should do).
Forces:
- 2 High Elf chariots
- 10 Empire swordsmen, 10 Empire halberdiers (with shields), 5 archers – one of these models may be upgraded to a champion
Deployment: The Empire player places all his models within a 10” by 10” square in the centre of the table, the HE chariots enter from one of the four gates (written down before Empire deployment), so that the two chariots cannot enter from the same gate.
Game Length: Lasts until one side is destroyed. The High Elves get the first turn.
Victory conditions: Last man alive wins
Special rules:
- Both sides know that they’re fighting to the death and, as such, are immune to rout test and all psychology (except as noted below)
- Chariot rules:
o The chariots can move and charge as normal (doing d6 S5 hits), but may also make a special move called “Reaping the Harvest”. In this move, the chariot moves as normal (no marching), until it MUST assign one enemy soldier towards which it moves 3d6 + 2 inches (this generally also moves the chariot past this model but in the same straight line). After it has started its move towards this model the chariot cannot stop until it has reached the full distance obtained.
o The model to which this move is being done and any other models which would fall under the chariot’s path of movement are free to elect whether they want to stand their ground and attack, or attempt to jump out of the way. To determine whether the model jumps out of the way it must take an initiative test. If the test is passed, then the model is moved aside as the chariot passes it. If the model chooses to stand its ground, it will hit once against the chariot. If the chariot is not destroyed by this attack, or if the model fails its initiative test, then the model will take and automatic S5 hit.
o For each model passed over by the chariot (excluding those that jumped aside), the chariot must roll a d6. If they roll a 1, then something has happened, roll another d6 and consult the chart below:
1 : A spear, sword, codpiece, dead soldier, etc. has damaged the wheel or gotten caught in it, the chariot flips over with an impressive jolt and lands d3 + 1 inches in a random direction determined by an artillery dice. Any models (including the other chariot) under the new location of the chariot take an automatic S5 hit. The chariot is destroyed but leave its wreck in its new location (as difficult terrain for the other chariot), all surviving models are moved away from it but touching the wreck.
2-5 : A spear, swords, codpiece, dead soldier, etc. is stuck underneath the chariot. The chariot moves a further two inches forward (if it has this much movement left) and comes to a halt.
6 : The enemy is killed with a brilliant display of blood and gore (remove the model if he survived the original attack). All enemy models within 6 inches must take a Ld test or flee d6 inches away from the location of this deceased model. They automatically rally in the following turn but cannot do anything in their turn.
o For impact hits made by the chariot, use the following wound chart: 1-4 the model is dead, 5-6 the model is stunned. Chariots do not test for these results, instead they are simply destroyed after they suffer their fourth wound.
o Unless the chariot declares a proper charge as per the normal rules, the riders may use their bows (even if they made the “Reaping the Harvest” special move) with the normal –1 modifier to moving (preferably no extra –1 for shooting at individual characters).
o Once in combat (charged by enemies or after having made a proper charge), it may attempt to move out of combat by rolling 1-3 on a d6. However, if it attempts this, then the attacks of the chariot are halved (one crewman and one horse).
o Enemy models may intercept the chariot as normal, in which case they are treated as standing their ground (they make their attack and then suffer a S5 hit if the chariot is still alive). The chariot is free to move even after this interception.
- No models may depart the table for any reasons. If the model comes into contact with a table edge then it halts automatically, although it can be turned to face any direction.
Here is an example of chariot movement following the “Reaping the Harvest” rules:
A
C
B
Here, the chariot initially starts at position A, before it turns, moves 9 inches to position B, turns again and then proceeds to make the “Reaping the Harvest” move. A result of 14 is obtained on 3d6, so the chariot moves 16 inches forwards and passes over 3 enemy soldiers. The first two elect to stand, causing one wound on the chariot with both models taking wounds in return. The third model attempts to jump out of the way but fails its initiative test so it suffers a wound, which kills the man. The chariot is now in position C and is still free to shoot with two shots