SMART GAMING by Themcganndoctor@aol.com




SMART FUNDIMENTAL RULES
SIMPLE MINIATURE ADVENTURE RULES AND TACTICS


INTRODUCTION
    These miniature rules may be used for fantasy or medieval miniature war 
gaming, but can easily be adapted to any genre.  These rules were inspired 
from Little Armies by H. G. Wells and Kreigspiel.  

COMPONENTS
    You will need plastic or metal miniatures (or counters) and, if you wish, 
some terrain (expensive, fancy terrain, or simple paper cutouts).  You will 
also need a twenty sided die (d20).

PLAYERS
    In addition to however many players are playing armies, one should follow 
the classic idea of having a Judge ("Time Keeper" or "Umpire"), to make 
rulings on combat resolutions.  This is a simple game, and interpretation of 
rules will be an issue.  

SCALE
    In the fundamental rules, one may use a 100:1, 10:1 OR 1:1 scale.  All 
that matters is that the scale is constant for each and every unit.


THE RULES

SET UP
    Set up the table top as each player sees fit.

THE TURN

1. THE MOVE
    Each player rolls a d20.  The highest number moves their miniatures 
first, then the next highest roll, and so on. 
FOOT SOLDIERS AND SMALL OR MEDIUM MONSTERS (goblins, skeletons, fairies, etc) 
move 6 inches in one turn.
KNIGHTS AND LARGE MONSTERS move 12 inches.
    The Judge will have to decide how terrain barriers, such as bushes and 
low walls affect movement rates.  Obviously high walls and trees are complete 
barriers to one's path of movement.

2. PROJECTILES
          Beginning with the first player (he who rolled the highest in the 
move phase), projectile combat is resolved (e.g., bows, crossbows, slings, 
etc.) 
The effective range for projectiles is 30 inches.  For each inch past 30 
inches, a +1 modifier is added to those units COMBAT ROLL.  
         The COMBAT ROLL IS RESOLVED BY THE PLAYER ROLLING A D20 FOR EACH 
UNIT FIRING. The base chance to hit an opponent is a roll of 11 or higher.  
Each +1 penalty for range is added to that base chance.  So an archer aiming 
at a target 50 inches away must roll a 12 or higher in order to hit.  
    If there is intervening terrain in the way of the target, one must roll a 
d20 if the combat roll is successful.  If one rolls a 1-10, the arrow or bolt 
hits that obstacle instead. If one is firing into hand-to-hand combat, the 
same roll is made.  On a roll of 1-10 one hits their own unit instead of the 
target.
    The projectile phase continues with the Second Player, the Third, and so 
on till each player has a chance to fire their bows or crossbows.

3. HAND-TO-HAND
    When two or more units approach 1 inch of each other they may engage in 
hand-to-hand combat.  For the first turn of that combat the player with the 
longest weapon goes first, then the one with the second longest, and so on.  
Combat between units with equal sized weapons is simultaneous.  If the units 
continue to fight each other in subsequent turns, then the order is reversed: 
the shortest weapon goes first. 
    The COMBAT ROLL IS RESOLVED BY ROLLING A D20. The chance to hit is a roll 
of 11 or higher.  If one hits, then they score 1 point of damage.  The armor 
that is worn by the unit is considered into this damage, by its ABSORPTION 
LEVEL. Each piece of armor may absorb one (1) point of damage for each level 
it has:

LEATHER OR PADDING 1
SHIELD 2 
CHAIN MAIL 3
PLATE 4

When there is no absorption level left for that unit, then the unit itself 
receives the next point of damage, and is defeated.


DUNGEON IDEAS
    The Judge can arrange dungeon setting and labyrinths with wall terrain, 
to create a dungeon adventure for the players.  Players may play a 1:1 scale, 
working together to battle monsters that the Judge attacks them with.


SPECIAL RULES

LARGE MONSTERS
For Dragons and other large and powerful monsters, one may wish to give the 
monster an absorption level of 5, to represent its large size and tough hide. 
For dragons one may give it a special attack in the Projectiles phase with 
its dragon breath.  Dragon breath may affect an area of 3 inches by 3 inches 
in front it, dealing out 5 points of damage to each unit in that area.  In my 
NARNIA campaign, I give each unit a chance to make a FAITH role to avoid all 
damage from dragon breath or magic.  If the unit rolls 11-20 on a d20 it 
avoids all damage from dragon breath or magic.

COMING SOON: SMART BASIC RULES
-Skirmish rules
-unit experience
-tough monsters
-magic rules



INTRODUCTION These rules are expansions to the SMART FUNDIMENTAL RULES. Unlike the FUNDIMENTAL RULES, these focus more on the Fantasy genre. EXPERIENCE The experience rules provide a way to increase the effectiveness of veteran units. These rules can be used for any scale, whether it is 1:1 or 1:100, or more. When a unit defeats an enemy unit, it receives experience points (xp). As that unit accumulates more experience, its level rises. All units are considered to be 1st level when they enter a player's army. These rules are only for human units (infantry, archers and knights). The level of monsters should be always at a level decided by the Judge. UNIT EXPERIENCE LEVELS LEVEL XP 1st level 0 2nd level 24 3rd level 54 The formula for xps needed to advance in level: levelxlevelx6 UNIT XPS AWARDED LEVEL XP 1st level 1 2nd level 4 3rd level 9 The Formula for xps awarded for defeat a unit: level squared (levelxlevel) THE EFFECTS OF EXPERIENCE COMBAT (PROJECTILE AND HAND-TO-HAND) The target to hit is still the same (11-20 on 1d20). To hit a target, the unit rolls the 1d20 adds that attacking units Experience level to the roll, and subtracts the defending unit's experience level from the roll. If the modified score is 11-20, it is a hit. Other wise, no damage is inflicted. DAMAGE The unit inflicts 1 damage point per level. A unit can absorbs (after armor has absorbed as much damage as it can) as many damage points in a battle as it has levels (e.g., a 3rd level knight, after his plate armor and shield have absorbed their maximum damage, can receive 3 damage points before being defeated). SAMPLE MONSTERS AND THEIR LEVELS Examples are from my NARNIA SMART CAMPAIGN: FIRST LEVEL MONSTERS GOBLINS GIANT BATS SKELETONS SPRITE DEMONS SECOND LEVEL MONSTERS GHOULS HOBGOBLINS MAGICIAN (can cast two spells per battle) GIANT SNAKE ZOMBIE THIRD LEVEL MONSTERS GIANT CENTEPEDES DWARF ELF (can cast three spells per day) GNOME VERY SIMPLE MAGIC SYSTEM A creature, who can cast spells, has a range in inches equal to its level. If the battle is on a 1:1 scale, then its area of effect has a diameter equal to the spell caster's level. If the battle is not a skirmish (i.e., the scale is greater than 1:1, then the area of effect is 1 unit). The spell causes 1 point of damage per spell caster's level. In my NARNIA CAMPAIGN, I give the good guys a FAITH roll to avoid all magic damage. The unit rolls 1d20: if the roll, with the unit's level added to it, is 11 or greater, they avoid all magic damage or effects. A fair Judge should also devise some sort of magic resistance roll for victim units. COMING SOON: SMART INTERMEDIATE RULES -More powerful sample creatures -A larger experience list (so you don't have to do the calculations yourself -The importance of terrain (and tips on really inexpensive terrain!)




Return to Warpspawn Mainpage