Wolsung SSG Rules v1.1
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Transcript of Wolsung SSG Rules v1.1
1Rulebook beta 1.1 01.01.2012
Written byukasz Perzanowski
Wojciech ChroboczyskiJan Cielicki
Wolsung universe created byArtur Ganszyniec
Produced byMicro Art Studio
Copyright by ukasz Perzanowski, Wojciech Chroboczyski, Jan Cielicki, Gdynia, 2011
Copyright by Micro Art Studio, Gdynia, 2011
All the black-and-white graphics are from a rulebook Wolsung: Magia Wieku Pary 2009-2011 Kunia Gier
All rights reserved.
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TABLE OF CONTEST
What is Wolsung SSG? 4 What do you need to play? 4 Some Basic terms 5 Model characteristics 5
The start of the game 7 Game Turn 8
Cards 9 Activation and Action 9Movement 10 Terrain 10
Shooting 12 How to shoot a target? 12 Line of Sight 12 Cover 13 Topple 13 Elevation Bonus 13 Applying Damage 13 Weapons Special Rules 15
Melee combat 16 How to fight in melee? 16 Applying damage 16 Fighting a melee on different elevations 17 Melee Elevation Bonus 17 Fighting with multiple enemies 18 When there are more than one model in melee on both sides 18 Leaving melee 19
Magic 20 Magic Projectile and Magic Attack spells 20 Magic Aura and Magic Buff 21
Heroes 22 Hero only Characteristics 22 Hero Special Rules 22
Ash and Oak Social Club 24
Eccentric Scientists Club 32
Triad of Lotus Dragon 41
Scenarios 48 Deployment 48 Controlling Objectives 49
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WhAT dO yOu NEEd TO pLAy?
In order to play, youll need at least two play-ers, each controlling a number of miniatures forming a club, a flat surface of roughly 3ft by 3ft (36x36), several six-sided gaming dice (D6), a measuring device and some ter-rain to represent the surroundings of par-ticular scenarios.
SOmE BASiC TErmS:
Success - a dice roll of 4, 5 or 6. Measuring Distances - - All distances are measured in three dimensions. When checking the distance between models, measure from the nearest edge of each models base. Pre-measuring is not allowed: You have to declare the Action before meas-uring any distances.
What is Wolsung ssg?
The Wolsung sTeAmPunk skIrmIsh gAme Is A mInIATure combAT gAme, Where clubs of exTraorDInArY lADIes AnD genTlemen, As Well As shADoWY orgAnIsATIons AnD AgenTs of obscure PoWers, solve TheIr DIsPuTes bY blADe AnD gunshoT raTher ThAn DIscus-sIon. eAch gAme rePresenTs A PoInT Where PAThs of TWo or more such clubs cross WhIle TheY Work on The sAme goAl, buT for oP-PosITe PurPose. As such, The cAreful DeDucTIon AnD DATA gATher-Ing As Well As socIAl meeTIngs ThAT leD Them To ThIs PoInT Are lefT for Wolsung rolePlAY nArraTIve; A gAme of Wolsung skIrmIsh gAme rePresenTs The PoInT Where The ouTcome Is DecIDeD bY A keen eYe, reflexes AnD A bIT of luck.
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Measuring Movement It is important to note, that movement, unlike everything else, is always measured in two dimensions. When checking the distance the model moves, measure from front to front of the models base..
Model - a model is a physical representation of a character in a Wolsung skirmish game. A model is always mounted on a base and any distances from or to a model are meas-ured to the nearest edge of its base. models can be heroes or henchmen.
Battlefield - the gaming area, usually 3ft by 3ft (36x36) and covered with terrain.
Base to Base contact In order for the mod-els to be in btb contact, the edge of the mod-els base needs to contact another models base edge or its base vertical projection up to the height of the top of the models head.
models can be heroes or henchmen.
Heroes are extraordinary individuals with unique abilities and gadgets and are best compared to Player characters in an role playing game.
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Henchmen are the common folk, servants, minions, and ordinary people that some-how ended up working with heroes. They do not possess any heroic capabilities but come by the dozen.each model is described with a profile, list-ing all of its characteristics in a following order:
An example of a profile of an ordinary hu-man:
A - Actions - the model is allowed to per-form up to this many various in-game ac-tions such as move, shoot etc in its turn.M - Movement - is an amount of inches the model may move per each Action spent.F - Fight - the close combat ability of the model. This is the number of dice rolled to hit and dodge in melee.S - Strength - the physical strength of the model. This is the amount of damage the model inflicts in melee each time it hits.
G - Guns - ranged weapon handling skill. This is the number of dice rolled to hit with a ranged weapon.R - Reflex - agility of the model. This is the number of dice rolled to avoid being hit from afar.W - Wounds - the amount of damage the model may suffer until he is killed. When a model is reduced to 0 W it is removed from the battlefield.Human - this defines what race the char-acter is. races vary in profiles and heroes benefit from special rules associated with their race.Hero/Henchman - this defines if the model is a hero or a henchman.30mm/40mm - this defines what size of base the model is mounted on.
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the start of the game
before the game, both players choose the clubs they want to field. Agree on the number of heroes each side will be able to use. This defines the scale of the engagement, as each hero has a number of Assets he or she can bolster the club with. You can use the positive number of Assets to buy henchmen and various items. The number of Assets cannot be lower than 0.
choose a scenario, set the terrain and shuffle a standard 52 gaming card deck. each player draws 3 cards. make an Initiative Test. Player who wins the test chooses deployment zone and deploys the models on the battlefield first. The other player then deploys his models in the deployment zone opposite.
After all the models are deployed, you may use any at the start of the game abilities, the player who won the Initiative Test first. The game now starts and proceeds for a set num-ber of game Turns or until victory conditions are met by either player.
Placing Terrain - When placing terrain on the battlefield, there are several things to consider: At least 50% of the battlefield should
be covered in terrain features. At least 50% of these should be elevated Terrain (buildings, walkways, etc at least 3 tall).
Placing elevated Terrain on the edges of the battlefield will make any shooting models totally dominate the game.
Placing elevated Terrain mostly at the centre of the battlefield makes for a more interesting game.
The elevated Terrain should block some movement paths, but at the same time form alternative routes to be explored by the models with heroic move ability.
There should be numerous Access Points (stairs, ladders) to allow every model to access at least some portions of elevated Terrain. not every elevated terrain should be easily accessible.
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GAmE TurNI Start of the turnII Phases
1. InitiativeTest2. Draw a card3. Who goes first4. choose a model5. Activation6. go back To 1 - Initiative Test
III Surplus Activations IV End of the turn
At the start of the turn each player draws as many cards as the number of heroes they ini-tially fielded. Also, this is a part where some effects occur, listed by various special rules.Phases - a game turn consists of a number of phases. In each phase every player Acti-vates one of his models. The order by which models are activated each phase is decided by Initiative. each model can only be Acti-vated once in a game turn.If a player runs out of models to Activate, he passes on the all Phases, not making any more Initiative tests or drawing cardsThe whole Phases step of the game Turn is repeated until all but one player runs out of models that can be Activated this turn. Any surplus models the other player might have left to Activate yet are Activated in the sur-plus Activations.
Initiative Test - At the start of every phase players make an Initiative Test: each player
chooses one of his cards and plays it face-down. All cards are then revealed simulta-neously. The player who played the highest card has the Initiative.
Draw a card - each player draws exactly one card, starting with the player who has the initiative.
Choose a model - The player with Initia-tive picks one of his models to activate this phase, then another player picks one of his models (in a clockwise order if there are more than two players), until all the players have picked exactly one model each to Acti-vate this phase. Activation - The chosen models are Acti-vated in the same order they were picked in.
Go Back To 1 - Initiative Test - if after Acti-vations at least two players have at least one model to activate yet. otherwise, proceed to surplus Activations
Surplus Activations if only one player has more models left to Activate, they are Acti-vated one at a time in the order decided by the player until there are no more models to Activate this turn. There is no need to make more initiative tests.
The end of the turn is a part where some ef-fects occur, listed by various special rules.
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The cards value is only used for the pur-pose of Initiative Test to decide who goes first each phase and is as follows: standard card value (e.g. 9 is higher than 8), with Ace being higher than the court cards.If cards of equal values are played, then their colours are used in the following order:1. spades2. hearts3. Diamonds4. clubs
Initiative Test - At the start of every phase players choose one