QUICKIE FIGS




INTRODUCTION
Very simple Miniatures rules.
Ranges, distances, and movement abstracted.
No record keeping, charts, or tables.
Games resolved in under 10 minutes.
Make up the rules as you go.

ANECDOTAL PREFACE
The idea for this game came after meeting a friend carrying a box of 14 
"finely painted" (Happy now Ray?) miniatures.
The Figs were a mix of Superhero and Sci-Fi (WH40K, Necromunda, etc).
I immediately sorted them out into two sides of 7 each: A good and bad side.
We then determined by looking at the figs which could attack at 
long range, then at medium range, short range, and finally at 
point blank. This took about 5 minutes. 
We "roleplayed" out the results.
This whole exercise was strangely satisfying... 
We got to play with the figs, make armies, debate the 
relative strengths of the units, and explore how a confrontation 
might have played out, without actually playing out a game with 
cumbersome rules.

FIGURES
These rules are based on Sci-Fi figures, but other types will work just as well.

RANDOMIZERS
Six sided dice are useful.

SETUP
Somebody brings a small number of figs, say 10 – 20+. 
Players divide the figs into 2 opposing forces, based on aesthetic reasons.

TURN SEQUENCE
The game proceeds in turns in the following order:
Extreme Range Turn
Long Range Turn
Medium Range Turn
Short Range Turn
Hand-to-Hand Combat Turns

EXTREME RANGE TURN
Look at the figs. 
Determine which ones have weapons that can attack at extreme ranges.
Missile Launchers, Auto-cannons, and other heavy weapons are good candidates.
For each Fig that can attack roll 1D6.
On a roll of 1 an opposing Fig of the attacker choice is killed.
All attacks are simultaneous.

LONG RANGE TURN
Look at the figs. 
Determine which ones have weapons that can attack at long ranges.
Rifles of all types and Heavy weapons are good candidates.
For each Fig that can attack roll 1D6.
On a roll of 1 an opposing Fig of the attacker choice is killed.
All attacks are simultaneous.

MEDIUM RANGE TURN
Look at the figs. 
Determine which ones have weapons that can attack at medium ranges.
Rifles and Pistols are good candidates.
For each Fig that can attack roll 1D6.
On a roll of 1 an opposing Fig of the attacker choice is killed.
All attacks are simultaneous.

SHORT RANGE TURN
Look at the figs. 
Determine which ones have weapons that can attack at short ranges.
Pistols of all types and Thrown weapons are good candidates.
For each Fig that can attack roll 1D6.
On a roll of 1 an opposing Fig of the attacker choice is killed.
All attacks are simultaneous.

HTH COMBAT TURNS
Look at the figs. 
Figs kill on a roll of 1 on 1D6.
Figs with a HTH weapon (Sword, Bayonet) kill on a roll of 1-2 on 1D6.
Figs with HTH weapons in both hands (HTH Specialists) kill on a roll of 1-3 on 1D6.
All attacks are simultaneous.
The HTH turn is repeated until one side is completely killed off.


OPTIONAL RULES:

ARMOR
If a Fig is hit roll 1D6:
Light armor negates the hit on a roll of 1.
Medium armor negates the hit on a roll of 1-2.
Heavy armor negates the hit on a roll of 1-3.

MAGIC & PSYCHIC POWERS
Some figs may be imbued with psionic attack ability.
Treat this as the ability to make a regular attack roll during all turns.

CASUALTIES
If an attack roll hits roll 1D6:
1-3 The attacking player picks the target.
4-6 The defending player picks the target.

STAY AT RANGE
When a turn is over roll 1D6:
1-3 Combat continues at the same range.
4-6 Combat is at the next closer range.

FANTASY CONVERSION
Extreme range: Magic
Long range: Long Bows, Crossbows
Medium Range: Short Bows, Javelins, Slings
Short Range: Thrown weapons






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