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Rules by the Neo Stalinist Reality Wargames Collective

 

A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Dean, Comrade Stu and Comrade Tom

 

Copyright permission is given to download/copy these rules for personal use only

 

 

 

Kings & Captains - Quick Play Fantasy Battle System

version 1.0

Turn Sequence

1. Initiative – CinCs roll 1d6, highest score wins (re-roll ties) and chooses to seize or relinquish

2. Player Phase A - The side with the initiative has it’s go

3. Player Phase B - The side without the initiative has it’s go

For multiplayer games (involving more than two sides) add as many player phases as are needed.

Player Phase

Select one unit at a time for action. There are four possible actions a unit can do. They can be done in any order.

The Four Actions are - Move, Shoot, Fight in melee, Recover from Disorder/Rout

1. It is not compulsory to select a unit for action unless it is in melee or routing

2. A unit must have performed all it’s actions before another can be selected

Movement

1. Units wishing to enter into melee must declare a charge before rolling their dice.

2. Units that declare a charge, are routing, or are pursuing routers, add one movement die.

3. A unit that declares a charge and fails to contact the enemy becomes disordered.

4. There are no deductions for turning/changing formation. Simply measure from the furthest point travelled by the unit.

5. Interpenetration through friendly units can be done without penalty. But is not allowed if the friends are in melee.

6. A routing unit that interpenetrates a friendly unit disorders it. The friend may instead elect to hack down the routers and destroy the unit.

Difficult going - Units lose one movement die (minimum is always 1d6).

Response to a charge - Units that counter-charge meet chargers half way

1. Cavalry and monsters counter-charge (this over rides all other possible responses).

2. Light units may fire (if they have not already done so that go) then declare an evade. They roll for movement and must go the full distance. The chargers may roll to pursue. If the evaders are caught they are attacked in the rear, if not, they finish their move facing the enemy.

3. Missile armed units must shoot at chargers then stand to receive.

4. Others units may opt to counter-charge if being charged by infantry, or stand to receive them. But they must stand to receive cavalry/monsters.

Shooting

Procedure:

1. Declare the target and measure range

2. Roll 1d6 per base in the unit to determine the number of hits on the target

3. Target rolls it’s armour save against each hit

4. Each successful hit kills one figure - If all the figures on a base are killed remove the base

5. If missile armed (and in range) target may then response fire back

Arc of fire – 45 degrees measured from the unit’s flank line

Heavy fire – if a unit receives more figure casualties than the number of stands in it’s front rank it is disordered

Longbow equipped units may fire over any friendly unit except for monsters (which are too big) if they are within 3” to the rear of the unit being fired over.

Units on a hill may fire over the heads of friendly units not on the hill.

Units on walls/towers may fire down onto targets/over other units as they please.

Melee

Procedure:

1. Roll 1d6 per base in the unit to determine the number of hits on the target

2. The target does the same

3. Both units make armour saving throws against each hit

4. Each successful hit kills one figure - If all the figures on a base are killed remove the base

5. Whichever unit scores the most kills is the victor. Otherwise the melee is a draw.

6. The loser recoils 3” and the victor follows up 3”.  A draw = no recoil or follow up

Charging/counter-charging - A unit that is charging increases it’s chance of scoring a hit by +1.

Recoil - A unit that is recoiled by heavy infantry receives 1 casualty.

A unit that is recoiled by heavy cavalry or monsters receives 2 figure casualties.

A unit that is recoiled into friends disorders them.

A unit that is recoiled into the enemy is destroyed.

Heavy Infantry may elect to “stand firm” and take an extra figure casualty rather than be recoiled.

Non-light units may elect not to allow friends (with the exception of monsters) to recoil into them and instead may hack them down and destroy them.

Following up - A unit that follows up into fresh enemy immediately fights them

Drawn Melee - On the second turn of a drawn melee all units that drew increase their chance of scoring a hit by +1.

Reinforcing a melee - One unit only may reinforce a melee (a melee cannot be reinforced on the first turn it is fought). It must be placed squarely behind the unit it is supporting, unless it charged into the enemy’s flank/rear. In which case it is left where it is.

Two onto one - The outnumbered unit fights the reinforcing (supporting) enemy unit first. The reinforcing unit adds it figure casualty total to the unit it is supporting to determine which side wins the melee.

Two on two - The reinforcing (supporting) units fight each other first.

Routing Units - Lose one base per hit scored on them and are disordered.

Breaking Off - Any unit may attempt to break contact instead of fighting. Roll for the unit’s movement (it must move the full distance facing away from the enemy). The enemy may roll to pursue, if caught the unit is attacked in the rear.

Destroying an Opponent - The victor may make a 3” follow up move.

Pursuing - A unit that contacts fresh enemy, whist pursuing routers, is treated as charging.

Pike Armed Units - Inflict damage before their opponent (if not pike armed).

Morale

Each player rolls one average die and adds +1 to the score, before play begins. This is the number of morale tests he can call upon his opponent’s units during the course of the battle. A player must have a valid reason to call a morale test.

To pass a test the unit must roll less than the number of bases in the unit (or hits remaining). Modified by:

    +1  Unit is disordered

    +3  Unit is in melee with enemy to it’s flank/rear

    -3   King attached

    -2   Captain attached

    -1   King or Captain nearby I.E. within 6” of the unit. Do not count if a king/captain is attached

Fail morale test = the unit routs off table (counts as destroyed). If a king or captain is attached he may have one attempt to rally them.

Disorder

Reasons

          Unit is charged in the flank or rear

Heavy rated units in difficult going

Being recoiled into by friends

Being interpenetrated by routers

Receiving more figure casualties than the unit has bases in it’s front rank, from missile fire

If Routing

Effect - unit shoots and fights with half (round down) it’s hit dice

Recovery - Roll 1d6 score greater than the number of bases in the unit to recover. Modified by:

                   +2     King attached

                   +1     Captain attached

                   +1     Each previously unsuccessful attempt

                   +3     No enemy within 12”

Units may make one attempt to recover per turn

Units in contact with the enemy and those that are routing cannot recover from disorder

Kings and Captains

1. Have their own stats if they choose to fight/are caught unattached to a unit.

2. While attached they fight with the same stats as the unit they are attached to.

3. Do not count as an extra base for morale/disorder purposes when attached to a unit.

4. Are always the last base to be destroyed when attached to a unit.

5. When a king is killed all units under his command must take an immediate morale test.

6. Are immune from morale/disorder when acting alone.

7. Ally Kings are treated as CinCs by their own units only and have no effect on units not under their command. Units belonging to an ally king are not effected, for morale/disorder purposes, by other kings/captains.

Woods

Woods can be good, neutral or evil

Unknown woods must be rolled for if a unit enters/touches them:

        1 = evil

        2 = good

        3 or 4 = neutral

        5 = evil

        6 = good

Good woods - evil units lose one movement die and are attacked each turn

Evil woods - good units lose one movement die and are attacked each turn

Good/Evil woods attack with 3d6 and hit on a 6. Each hit destroys 1 base from the unit (Kings, Captains and Monsters take 1 hit). They can take 24 hits before being destroyed and are immune to morale and disorder. Woods take double damage from flame attacks. Some woods may have the power to move, in which case they move 1d6 inches and cannot charge, rout, recoil or follow up.

War machines

War machines are assumed to be supplied with enough ammunition to create one breach in a defender’s walls. Walls should be rated in hits. When it’s hits are gone the wall collapses and any base stood on or next to it is destroyed.

Battering Rams act on gates as war machines do on walls. Monsters can act as battering rams.

Awkward Scenic Items

Some scenic items e.g. watch towers/keeps have no place to put units to defend them. In such cases treat the item as a static monster unit.

Creating an Army

1. An army can have only one CinC. He may be awarded one special ability/power.

2. No more than 4 sub/ally generals may be fielded.

3. An allied contingent must be led by an Ally King and his contingent may not have ally captains.

4. The maximum size of a unit is 6 bases. The recommended minimum is 3 bases.

5. Skirmish units should have 2 figures per base. All others should have 3 or 4. Except for chariots, elephants/mammoths and war machines, which may have one.

6. Monsters do not fight in units, but rather, as individuals that are effectively treated as a unit under the rules. They can be rated as fighting with 4, 5 or 6d6 and can usually take 6 hits before being destroyed. If appropriate to the figure being used, a monster can be given one special ability/power.

Creating a Unit

Step 1 - Select Unit Type

    CinC (King)

    Sub General (Captain)

    Ally King

    Light Infantry

    Heavy Infantry

    Light Cavalry

    Heavy Cavalry

    Monster

    War Machine

Step 2 - Determine Unit’s Movement Rating

    1d6          Slow

    2d6          Infantry speed

    2d6 + 2    Light Infantry speed

    3d6          Heavy Cavalry speed

    3d6 + 2    Light Cavalry speed

    4d6          Flying

Step 3 - Determine the chance of the unit scoring hits

    6              Poor chance

    5 – 6        Average chance

    4 – 6        Good chance

    3 – 6        Excellent chance

Step 4 - Select Armour Save

    Armour Save   Armour Type

    6                      Lucky Save

    5 – 6                Chainmail

    4 – 6                Platemail or Chainmail + Shield

    3 – 6                Platemail + Shield

Step 5 - Select Missile Weapon Range

    1”       Thrown

    6”       Short

    8”       Medium

    12”     Long

    24”     Extreme

Sample Army Listsbased solely on armies owned by the NSRWC
 
Middle Earth Inspired Orc

Unit Name

Unit Type

Move in inches

Hits on a

(melee or missile)

Armour save

Missile range

Number of units x bases

Notes

Nazgul on Winged Beast

CinC

King

4d6

 

3 – 6

3 – 6

-

1 x 1

Fights alone with 3d6

Can take 6 hits

Red Wraith

Sub General

Captain

3d6

4 – 6

4 – 6

-

1 x 1

Fights alone with 2d6

Can take 4 hits

Skirmish Orcs

Light

Infantry

2d6 + 2

5 – 6

6

8” Bow

2 x 4

Save 4 – 6 vs shooting

Snaga Orcs

Heavy Infantry

2d6

5 – 6

6

-

2 x 4

 

 

Orcs

Heavy Infantry

2d6

5 – 6

6

-

3 x 4

 

 

Uruk Hai

Heavy Infantry

2d6 + 2

4 – 6

4 – 6

-

1 x 4

1 x 6

 

 

Trolls

Heavy Infantry

2d6

4 – 6

3 – 6

-

1 x 3

Each base counts as 4 figures

Orc Giant Lizard Riders

Light Cavalry

3d6 + 2

5 – 6

5 – 6

-

1 x 3

Each base counts as 4 figures

Wargs

Light Cavalry

3d6 + 2

 

5 – 6

6

-

1 x 6

Save 4 – 6  vs shooting

Wraith riding

Pit Beast

Monster

3d6

5 – 6

4 – 6

-

1 x 1

Fights with 4d6

Can take 6 hits

Balrog

Monster

3d6

3 – 6

3 – 6

1” Fire Whip

1 x 1

Fights with 6d6

Can take 6 hits

Cold Drake

Monster

4d6

3 – 6

3 – 6

 

1 x 1

Fights with 4d6

Can take 6 hits

Siege Towers

War Machine

 

1d6

4 – 6

3 – 6

8” Bow

1 x 2

Each base counts as 5 figures

Trebuchet

War Machine

-

4 – 6

6

24” Catapult

1 x 2

Each base has 3 hits

Only used in sieges

Wraith Gun

War Machine

1d6

4 – 6

6

24” Bombard

1 x 1

Fights with 2d6

Can take 6 hits

Black Numenorian King

Ally General

King

3d6

4 – 6

4 – 6

-

1 x 1

Fights alone with 2d6

Can take 3 hits

Black Numenorian

Knights

Heavy Cavalry

3d6

4 – 6

4 – 6

-

1 x 4

 

  Special rules for the Orc army

1. The Nazgul King may - once per battle only – cast a spell of Black Despair upon an enemy unit. This spell, when cast in conjunction with a morale test, modifies the test by +3.

2. The Pit Beast is a slug type creature and can climb vertical surfaces.

3. The Balrog is immune to fire based attacks.

4. Siege Towers can also be used as ladders against walls and are too heavy to be recoiled.

5. Uruk Hai Spearmen can form shieldwall. The unit ceases to be in shieldwall if it becomes disordered or is recoiled in a melee. While formed:

The unit’s Armour Save is increased to 3 – 6

The unit loses one movement die

The Army of Darkness

Unit Name

Unit Type

Move in inches

Hits on a (melee and missile)

Armour Save

Missile Range

Number of units x bases

Notes

Lich King

CinC

King

2d6

4 – 6

4 – 6

-

1 x 1

Fights alone with 3d6

Can take 6 hits

Necromancers

Sub General

Captain

2d6

5 – 6

5 – 6

 

-

3 x 1

Fights alone with 1d6

Can take 3 hits

Skeleton Doom Guard

Heavy Cavalry

3d6

4 – 6

4 – 6

-

1 x 3

 

Skeleton Warriors

Heavy Infantry

2d6 + 2

5 – 6

5 – 6

 

-

3 x 6

Save 4 – 6 vs shooting

Skeleton Archers

Heavy Infantry

2d6 + 2

5 – 6

6

12”

Longbow

2 x 6

Save 5 – 6 vs shooting

Skeleton Cavalry

Heavy Cavalry

3d6

4 – 6

5 – 6

-

1 x 6

Save 4 – 6 vs shooting

Skeleton Chariots

Heavy Cavalry

3d6

4 – 6

5 – 6

-

1 x 3

Each chariot base can take 4 hits

Ghouls and Mummies

Heavy Infantry

2d6

3 – 6

5 – 6

-

1 x 3

 

Spirit Naga

Monster

3d6

4 – 6

4 – 6

-

1 x 1

Fights with 4d6

Can take 6 hits

Blood God

Monster

2d6

3 – 6

3 – 6

-

1 x 1

Fights with 6d6

Can take 6 hits

Swarm of Vampire Bats

Monster

4d6

 

6

3 – 6

-

1 x 1

Fights with 6d6

Can take 6 hits

Zombie Dragon

Monster

3d6

5 – 6

3 – 6

6”

Fire Breath

1 x 1

Fights with 6d6

Can take 6 hits

Ratman SturmFuhrer

Ally General

King

2d6 + 2

4 – 6

6

5 – 6

1 x 1

Fights with 3d6

Can take 3 hits

Stossratten

 

Light Infantry

2d6 + 2

5 – 6

6

6

2 x 6

 

James Herbert Rat Packs

Light Infantry

2d6 + 2

6

3 – 6

-

1 x 4

 

Stossratten Verbotan Vunder Veapons

Light Infantry

2d6 + 2

3 – 6

5 – 6

Smoke

Screen

6”

Flame & Poison Gas

1 x 5

 

  Special rules for the Skeleton Army

1. The Lich King may – once per battle only - summon the Spectre of Death to reap souls from a unit. Place a figure of Death on the table anywhere within 12” of the King. Death rolls for his effect on the unit being attacked then dematerialises back to whence he came:

6             Death takes 1d6 + 1d3 souls (figure casualties) from the unit

3 – 5       Death takes 1d6 souls (figure casualties) from the unit

1 – 2       Death takes 1d3 souls (figure casualties) from the unit

2. Necromancers may bring forth the Children of the Hydra’s Teeth to replace destroyed skeleton units. Roll 1d6 per unit destroyed to determine it’s strength in bases when it returns. The unit appears adjacent to the necromancer, who cannot move or be in melee at the time of summoning. Necromancers can raise one unit per turn.

3. When the Spirit Naga is killed it may be resurrected in undead form at full strength.

4. The Blood God may drink the blood of any unit he destroys. By doing so he regains 1d6 hit points if wounded.

5. Ideally, the Zombie Dragon should be controlled by the Lich King. If the King elects to do this, the dragon may act as the player wishes. However, the King may do nothing else that turn. If the King does not control the dragon it must roll to see what it does:

6          Does as player wishes

5          Repeats it’s actions of the previous turn

3 – 4    Halts and drools

2          Makes a full move in a random direction that will not make contact with friend or foe

1         Charges the nearest unit in reach regardless whether it is friend of foe. Otherwise halt and drool

6. Stossratten Assassins are based as individual figures and must be attached to a unit. They cannot fight alone and do not increase a unit’s size for morale/disorder purposes. They attack with one die and hit on a 5 – 6. Their hits are applied to any king or captain attached to the enemy unit. They are destroyed in proportion to the bases lost of the unit they are attached to.

Norse Mythic

Unit Name

Unit Type

Move in inches

Hits on a (melee or missile)

Armour Save

Missile Range

Number of Units x Bases

Notes

Loki - God of Mischief

CinC

King

3d6

4 – 6

4 – 6

-

1 x 1

Fights alone with 3d6

Can take 6 hits

Eric Blood Axe

(hero on a horse)

Sub General

Captain

3d6

4 – 6

4 – 6

-

1 x 1

Fights alone with 2d6

Can take 3 hits

Lucky Lief

(beserker champion)

Sub General

Captain

2d6

3 – 6

4 – 6

-

1 x 1

Fights alone with 2d6

Can take 3 hits

Beserkers

 

Heavy Infantry

2d6 + 2

3 – 6

6

-

1 x 3

 

Huscarls

Heavy Infantry

2d6

4 – 6

4 – 6

1” Thrown

2 x 6

Can throw only once

 

Bondi Spearmen

Heavy Infantry

2d6

5 – 6

6

1” Thrown

5 x 6

Can throw only once

 

Archers

Heavy Infantry

2d6

5 – 6

6

8” Bow

1 x 5

 

 

Skirmisher Archers

Light Infantry

2d6 + 2

6

6

8” Bow

1 x 5

 

 

Wolves of Odin

 

Light Cavalry

3d6 + 2

5 – 6

6

-

1 x 6

Save 4 – 6 vs shooting

Giant Eagle

 

Monster

5d6

3 – 6

4 – 6

-

1 x 1

Fights with 4d6

Can take 6 hits

Trolls

Monster

2d6 + 2

4 – 6

4 – 6

-

1 x 3

Each troll can take 4 hits

Frost Giant

 

Monster

2d6 + 2

4 – 6

3 – 6

-

1 x 1

Fights with 6d6

Can take 6 hits

Chaos Giant

“Green Beard”

Monster

2d6 + 2

4 – 6

4 – 6

-

1 x 1

Fights with 4d6

Can take 6 hits

Aesir Giant

Monster

2d6 + 2

4 – 6

4 – 6

-

1 x 1

Fights with 5d6

Can take 6 hits

  Special Rules for the Norse Mythic Army

1. Loki may – once per battle – use his mischievous powers to force a player to reroll a result. Be it in melee, missile attack, a morale/disorder test etc. In multiplayer games he may use this power once against each opposing player.

2. Thor’s Hammer banner is sacred and must be attached to a unit. The unit receives –1 on all morale tests and +1 on all tests to recover from disorder. The banner can move 3d6 inches and may not act alone.

3. “Green Beard” carries a vorpel chaos sword. Add +1 to his hit total in a melee.

4. The Frost Giant takes double damage from flame attacks.

5. Beserkers do double damage due to uncontrolled fury and bloodlust. They are immune to morale and disorder as long as Lucky Lief is attached to them.

6. Bondi Spearmen may form shieldwall. A unit ceases to be in shieldwall if it becomes disordered or is recoiled in a melee. While formed:

The unit’s Armour Save is increased to 5 – 6

The unit loses one movement die

7. Trolls can regenerate damage. When the last base of the unit is destroyed leave it in situ and roll 1d6 each turn:

5 – 6        Trolls are regenerated back to full strength

2 – 4        Trolls are trying to regenerate unsuccessfully

1              Trolls are dismembered beyond their ability to recover and are removed from play

If regeneration is successful then the whole unit reappears on the position where the last base was destroyed. A base destroyed by a flame or magical attack cannot regenerate.