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Author Topic: AnyMinis  (Read 3415 times)

bayonetbrant

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on: March 06, 2019, 10:43:25 AM
Migrating the rules over here, since they're, y'know... mine and all

Quote
AnyMinis!  ©2014 Brant Guillory

A minis skirmish game, using 28mm size minis on a one inch grid (hex or square) where each space is approx 5ft

Dice:
AnyMinis only uses 6-sided dice, so any rolls are specified as 1d for 1 die, or 2d for 2 dice, etc. 
However, there are 2 ways to count the dice.  If the roll specifies d6, then count the full value of the face of the die.  If the roll specifies d3, then count as follows: 1-3 is 1, 4-5 is 2, and 6 is a 3.
1d6 is 1 die, value 1-6.  1d3 is 1 die, value 1-3.  2d3 is 2 dice, each value 1-3, for a total roll between 2-6.  1d6+1d3 is a total value between 2-9.


Setup:
1.  Assess the figures
Each figure its assessed based on the figure itself.
Any time you need to assess something as small/large, consider the following standard
Small is smaller than 1/2 of the figure
Large is larger than 1/2 of the figure


Weapon(s)
1-handed, melee, unarmed - adjacent spaces only, 1 damage
1-handed, melee, small - adjacent spaces only, 1d3 damage
1-handed, melee, large - adjacent spaces only, 1d6 damage
2-handed, melee, small - adjacent spaces only, 1d3+1 damage
2-handed, melee, large - adjacent spaces only, 1d6+1 damage
1-handed, ranged thrown, small - range 3, 1d3 damage
1-handed, ranged thrown, large - range 4, 1d6 damage
1-handed, ranged launched, small - range 10, 1d3+1 damage
1-handed, ranged launched, large - range 15, 1d3+1 damage 
2-handed, ranged launched, small - range 20, 1d6 damage 
2-handed, ranged launched, large - range 40, 1d6 damage   

Stance
Attacking     +1 to attack rolls
Defending    +1 to defense rolls
Charging      Moves diagonally at no extra cost
Guarding      Automatically has 1 action point in reserve each turn
Dodging       Gains +2 on any dodge rolls
Walking        Moves through 1 space of difficult terrain at no extra cost
Commanding  +1 to initiative roll
Casting         Cast and move in the same turn
Aiming          +1 to ranged launched attack rolls

Armor
When assessing partial / full, use the following criteria
Partial is covering less than 1/2 of the area
Full is covering more than 1/2 of the area
(for shield, use the same small/large criteria as weapons)
Torso  Full +3, Partial +2
Arms  Full +1, Partial +0
Legs  Full +2, Partial +1
Head  Full +1, Partial +0
Shield, small  +1
Shield, large  +2
Cape  +1

Gear
Rope
Pole
Pack
Tools
Boots
Wings/Jetpack/Flight Gear


2.  Build your squad, minimum 3 figures
Leader - 2 extra action points; 1 special ability; 10 hit points
Hero - extra action point; 2 special abilities; 12 hit points
Squad Members - no extra actions points; 8 hit points

Every squad has 1 leader.  If the total number of squad member (including the leader) is 6, designate 1 as a hero.  If there are more than 9, designate a second hero.  If there are more than 10, you’re not really playing a skirmish game anymore, are you?
3 figures - 1 leader, 2 squaddies
4 figures - 1 leader, 3 squaddies
5 figures - 1 leader, 4 squaddies
6 figures - 1 leader, 1 hero, 4 squaddies
7 figures - 1 leader, 1 hero, 5 squaddies
8 figures - 1 leader, 1 hero, 6 squaddies
9 figures - 1 leader, 2 heroes, 6 squaddies
10 figures - 1 leader, 2 heroes, 7 squaddies



Action Points:
1.  What are they?
Action points are what allow your squad members to act during the turn.  In general, each action, or modification to another action, costs 1 action point.
Squad members have 4 action points per turn.
Heroes have 5 action points.
Leaders have 6 action points.
2.  How do you use them?
At the start of your turn, you designate how each member of your team is going spend their action points.  You assign action points movement, attacks, or skills, or hold them in reserve.  You may then spend them in any order you choose, for any characters you choose, but you must use all of one type of action point assignment before moving on to the next.  For example, you can assign 2 points to movement (2 spaces) and 2 points to attacking, but you cannot spend 1 to move, then attack, then spend the other movement point.  You must attack and then move, or move and then attack, all at once.
3.  What are the costs?
The following all cost 1 action point
-- move 1 space
-----  if on a square grid, move 1 space orthogonally only
-----  if on a hex grid, move 1 wherever
-- enhance defense
-- use 1 gadget or special ability
-- modify 1 other action


Movement:
On a square grid, the following movement rules apply:
Moving 1 space orthogonally costs 1 action point
To move diagonally, spend 1 additional action point, and you can make unlimited diagonal moves.  For example, allocating all 4 action points to movement would allow a squad member to move 2 spaces diagonally, plus an additional space to the left, using 3 action points for the 3 spaces moved, plus 1 additional one to allow diagonal movement.
To move through difficult terrain, pay 1 additional action point per space of difficult terrain.  To move diagonally into a difficult terrain space costs 3 action points: 1 for the move, 1 for the difficult terrain, and 1 for the diagonal movement.
There is no cost to change facing at any point, but the figure must clearly be facing 1 side of the space at the end of its movement (because it affects attack rolls).
If there are elevation changes on the map, treat elevation moves (up- or down-hill) as diagonal moves (1 action point to enable).
If there are walls or cliff faces, then use a special ability to move up/down, rather than movement rules.


Combat:
Each attack costs 1 action point.
Only minis wielding 2 weapons are allowed 2 attacks in a single turn, unless a special ability is used.
Each attack may be modified by spending 1 action point to provide a +1 to the die roll for the attack.  For example, a squad member allocates 2 points to move and 2 points to attack.  This allows the squaddie to move 2 spaces to the left and hit with the sword with +1 on the attack.

1.  Did you hit?
For each attack, roll 1d6. 
For each additional action point spent on combat, add +1 to the die. 
For each figure that attacked the target already this turn, add +1 to the die (ganging up is usually bad for the defender)
If attacking from behind the figure, based on its facing, add +2 to the die roll.

The defender rolls 1d3 and adds any armor value.
If the defender allocated an action point to defense, roll 1d6 instead.
For any additional action points allocated to defense, add +1 to the 1d6 roll.
If the defender is in difficult terrain, and it is a ranged attack, add +1 to the defense.
Shields do not add their defense value to attacks from behind.

The attacker must exceed the defender’s total defense of armor + dice + terrain modifiers.  Ties go to the defender (exception - see “leaders” below).

2.  How hard did you hit?
Roll the damage as assigned when assessing the figures.
Subtract 1 point for each type of defense (armor, dodge, gadget, etc).  Shields do not absorb damage on attacks from behind.  For example, an attack hits a figure with both armor and a shield for 7 points of damage.  Two types of defense reduce the damage by 2 points, for a total of 5 points.


Leaders:
Leaders have a special ability to command their squad members.  Leaders have 6 action points, and may use them all themselves.
Additionally, leaders may command their squaddies by spending action points to give their subordinates additional points.
A leader may give a squad member an additional action point, at the cost of 1 for the leader.  So a leader may assign 3 action points for himself to movement, and then assign another action point to a squad member, and pay 1 action point to do so, leaving him with 1 action point he is holding in reserve.  The action point assigned to the squaddie may be used by the recipient just as any other action point (movement, combat, etc).
There is no range limit in this command ability of the leader, but the leader must have line-of-sight to the recipient of the action points.
If a leader is adjacent to an attacker whose roll tied with the defender, and the leader has an action point left, he may spend that action point for the attack to succeed.


Heroes:
Heroes have a variety of special abilities available to them, and may pick any two of the following.  They may use each one once during the battle, but at the cost of their entire stock of action points for that turn.  Otherwise, heroes have 1 extra action point / turn above what regular squaddies have.

Charge:  Move up to 4 spaces, all in one direction and ending adjacent to an enemy; ignore difficult terrain.  Hit that enemy with a melee attack at 1d6+2 and 1d6+2 damage.  May not move next turn.
Called shot:  May make 1 ranged attack at +3 die roll, and may ignore any non-armor types of defense (shields, dodge skills, capes, etc)
Dual attack:  Attack 2 adjacent targets with the same melee attack.
Whirlwind:  Push every adjacent figure 1 space away.  None of those figures may attack this turn.
Stick and Move:  Move 1, attack, then move another space
Charging Fire:  Move 2, and shoot at 2 adjacent targets
Bring it!:  For each additional attack that gangs up on the hero, ignore the attackers’ bonuses for ganging up on the hero, and instead add +1 to the defense for each additional attacker; hero may not move next turn, but may still attack.


Gadgets:
Gadgets are visible bits of gear that enable special actions.  Examples might include a jetpack that allows the figures to ignore difficult terrain, or a medical kit that allows the squaddie to help heal another character.

Rope:
Pack:
Medical Kit:
Pole:
Tools:
Boots:
Wings/Jetpack/Flight Gear:


Spells:
Some figures are clearly spellcasters and have magical ability.  Pick 3 spells that the squaddie gets to use
Figures can’t cast a spell at move in the same turn (unless tagged as such). 
There’s no full complement of spells here - it’s just a skirmish game!  But here’s a handful

Fireball:  ranged thrown, large - range 6, 1d6 damage
Lightning:  ranged thrown, small - range 8, 1d3+1 damage
Slow:  target figure loses 1 action point next turn
Stun:  target figure may not move next turn
Daze:  target figure may not attack next turn
Teleport:  move up to 8 spaces away, target square must be in line of sight
Smoke:  create a smoke cloud that’s 4x4 spaces and lasts for 4 turns; does not cross walls, hedges, use your brains, people!
Healing:  target character gains 1d3+2 hit points
Freeze:  target character can’t move or attack that turn


Terrain:
There’s 3 kinds of terrain
Difficult:  costs extra to move through (rubble, foliage, mud); does not block line of sight
Blocking:  cannot move through  (water, lava); block movement but not line of sight
Concealing:  cannot see through  (hedgerow, smoke); blocks line of sight
plus the inevitable combo
Blocking & Concealing (walls); blocks movement and line of sight


TURN SEQUENCE -

1.  Roll Initiative - each team rolls 1d6; leaders may add +1 action point; add any other initiative mods
Whoever has highest roll gets to choose whether they go first or second this turn
If there's a tie, then whoever had initiative last turn keeps it this turn

2.  First player (not necessarily whoever got initiative)
-- Picks a figure, acts with that figure, completes all actions with that figure, moves on to next figure
-- Picks next figure, acts with that figure, completes all actions with that figure, moves on to next figure
--- etc.

3.  Next player
-- Picks a figure, acts with that figure, completes all actions with that figure, moves on to next figure
-- Picks next figure, acts with that figure, completes all actions with that figure, moves on to next figure
--- etc.

4.  Clean up the battlefield - remove dead figures, update any duration effects (like smoke screens or spell effects)

next turn

=+=+=+=+=+=+=+=+=+=+=+=+=+=++

Random acts of genius and other inspirations of applied violence.
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bayonetbrant

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    • Six Degrees of Radio
Reply #1 on: March 06, 2019, 10:44:01 AM
A couple of things that need to be incorporated to the "master doc":

1. Initiative.  I've got a basic idea to let leaders use action points to modify initiative rolls but haven't thought much about it beyond that

2. Opportunity attacks.  "saving" some action points to interrupt the other guy while he's acting - maybe require leader/hero intervention?

3. Ability lists.  Need to nail these down beyond some general outlines, and then figure out how to expand the spells/powers/tech/gadgets list

=+=+=+=+=+=+=+=+=+=+=+=+=+=++

Random acts of genius and other inspirations of applied violence.
-~-~-~-~-~-~-~-~
Six Degrees of Radio for songs you should know by artists you should love


bayonetbrant

  • Arrogance Mitigator & Event "Organizer"
  • Administrator
  • Staff Sergeant
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  • Posts: 15383
  • Going mad, but at least going somewhere
    • Six Degrees of Radio
Reply #2 on: March 06, 2019, 10:52:28 AM
Game sheets for the players


=+=+=+=+=+=+=+=+=+=+=+=+=+=++

Random acts of genius and other inspirations of applied violence.
-~-~-~-~-~-~-~-~
Six Degrees of Radio for songs you should know by artists you should love