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).
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.
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.
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.
Step
1
CinC (King)
Sub General (Captain)
Ally King
Light Infantry
Heavy Infantry
Light Cavalry
Heavy Cavalry
Monster
War Machine
Step
2
1d6
Slow
2d6
Infantry speed
2d6 + 2
Light Infantry speed
3d6
Heavy Cavalry speed
3d6 + 2
Light Cavalry speed
4d6
Flying
6 Poor chance
5 – 6 Average
chance
4 – 6 Good
chance
3 – 6 Excellent
chance
Step
4
Armour Save Armour Type
6
Lucky Save
5 – 6
Chainmail
4 – 6
Platemail or Chainmail + Shield
3 – 6
Platemail + Shield
Step
5
1” Thrown
6” Short
8” Medium
12” Long
24” Extreme
|
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 |