WAB Skirmish
Oh on a related subject: I've been working on set of skirmish rules for WAB. Typically
I've been beaten to the punch (as I gather Games Workshop have released something similar
- but hey they've got more than one person to work on these things), but here they are for
interested parties to peruse. Suffice it to say they owe a lot to Necromunda and WAB. I'm
currently playtesting them. This has been built around Viking/Saxon Skirmishes.
Constructive comments are welcome.
Ancient Battles Necromunda Cross.
* Mechanics are those of Necromunda.
* Troop types cost:
| TYPE |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cost |
| Leader |
4 |
4 |
4 |
3 |
4 |
1 |
5 |
1 |
8 |
25 |
| Veteran |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
15 |
| Soldier |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5 |
| Skirmisher* |
4 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
4 |
| Green |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
3 |
* Missile Weapons cost:
| Weapon |
Range |
SaveMod |
Strength |
Misc |
Cost |
| Javelin/Dart |
8" |
0 |
As User |
Use Shield |
1 |
| Short Bow |
16" |
0 |
3 |
|
1 |
| Comp Bow* |
24" |
0 |
3 |
|
2 |
| Long Bow* |
30" |
-1 |
3 |
|
3 |
| Crossbow |
30" |
-1 |
4 |
Stand & Fire |
2 |
| Sling |
18" |
0 |
3 |
Use Shield/1" |
1 |
* Slings need a 1" radius for a 'wind up'.
Hand to hand weapons cost:
| TYPE |
Cost |
Misc |
| Knives/imp Peasant Weapon |
Free |
Str-1 |
| One Handed |
1 |
Str |
| Spears |
1 |
Str (can throw once) |
| Two Handed |
2 |
+2 Strength Bonus |
- * A Norse axe can be used one or two handed depending on the circumstances. Treat as a
two handed weapon for cost. If used one handed, damage equals strength.
Armour costs:
| Armour |
Save |
Cost |
| Lt Armour (All Leath/Ch Shirt) |
6 |
2 |
| Heavy (eg. Plate/All Chain)* |
4,5,6 |
6 |
| Buckler*^ 6 (vs HTH only, skirm exc) |
1 |
(1-3) |
| Shield (Most common) |
6 |
1 |
| Large Shield (eg. Kite shield) |
5,6 |
2 |
- * ^ means bucklers are paid for only on a 1-3 on a d6. They act vs HTH only, unless the
person using them is a skirmisher, in which case, they can act against missiles as well.
- * An armour save of 4,5,6 or more takes off 1" from movement.
- * Armour is cumulative, eg. a troop with heavy armour and a large shield has a save of
2,3,4,5,6.
- * Armour saves can only from 2 to 6, ie. a 1 always gets through.
- * Equal initiative is broken by the longer weapon type. Spears(long group) go before
axes and swords (medium group), short swords and other short weapons (short group) after
swords and axes, knives go last along with fists (which strike as a knife, but never
kill).
- * An asterisk indicates a rare type of weapon etc. for a Viking force.
- * You have 100 pts to build a raiding group.
- * You can only have one leader in a raiding party. You can as many other troops as you
have points for.
- * Territory generation is a modification of Ancient Battles:
| Type |
Die One |
Die Two |
Income |
When |
Misc |
| Farmstead |
1 |
1-6 |
1d3 |
S,Sm,A |
Taken 2-6 |
| Hamlet# |
2 |
1-6 |
1d6 |
S,Sm,A |
Taken 4-6 |
| Village# |
3 |
1-6 |
1d6 +1 |
S,Sm,A |
Taken 5-6, 10pts extra troops to defend |
| Port# |
4 |
1-4 |
1d6 +1 |
S,Sm,A,W |
Taken 5-6, 15 pts extra troops to defend |
| Walled Town# |
4 |
5-6 |
2d6 |
S,Sm,A |
Taken 5-6, 20 pts extra troops to defend |
| Mine |
5 |
1-3 |
2d6 |
S,Sm,A,W |
Taken 6 |
| Trading Route |
5 |
4-6 |
2d6 |
S,Sm,A |
Taken 5-6 |
| Border Fort |
6 |
1-4 |
1d3 |
S,Sm,A |
Taken 6, 25 pts extra to defend |
| Keep |
6 |
5-6 |
1d6 |
S,Sm,A |
Taken 6/4-6, 50pts extra to defend. |
- S=Spring, Sm = Summer, A =Autumn, W =Winter.
* You roll three times on the above table.
- * If you do not have a walled town, border fort to keep among these rolls - you may swap
one territory for a border fort.
- * After each battle, the winner gets wounded back on a 4,5,6; the loser on a 5,6.
- * After each battle the winner gets half the points value of the equipment of the dead.
- * After each battle, roll a d6 for each surviving troop, on a 1 they roll on the
following table; if they scored a kill (that didn't survive) that game they roll on a a 1
or 2:
| First Die |
Second Die |
Benefit |
| 1 |
1-2 |
Berserker |
| 1 |
3-6 |
+1 Ld |
| 2 |
1-6 |
+1 WS with one weapon |
| 3 |
1-5 |
+1 BS with one weapon |
| 3 |
6 |
+1 STR high quality weapon |
| 4 |
1-2 |
+1 S |
| 4 |
3-4 |
+1 W |
| 4 |
5-6 |
+1 A with one HTH weapon |
| 5 |
1-4 |
+1 I |
| 5 |
5-6 |
+1 T |
| 6 |
1-2 |
+1 A with one Miss Weapon |
| 6 |
3-6 |
+1 M |
- * Each turn you get to spend income on raising troops.
- * Income can be saved.
- * The campaign has four seasons - Spring, Summer, Autumn, Winter.
- * No one can attack in Winter (income can be collected (if allowable) and troops can
still be raised though).
- * Territories marked # are staked first, until one is taken. The defender chooses which
are staked, if there are several marked #.
- * After the first territory is lost it's at the attacker's choice.
- * Each season has a turn where player one attacks, the player two etc.
- * Attacking order is randomly determined each turn.
- * Truces may be worked out individually eg. two turns' immunity in exchange for one
turns' income.
- * To break a truce requires a roll of 5-6. Either party may break a truce.
- * A person who loses all his territory is out of the game.
- * If a leader is killed, the figure with the next highest leadership is promoted.
- * Leaders should obviously look like leaders.
- * If a leader gets the berserker advantage - reroll.
- * Troops should look like their figures (more equipment can be on the figure, but only
less if it is something minor). If tunics are sufficiently bulky to hide some armour eg. a
chain shirt, then those troops can be assumed to have that armour. All troops are assumed
to have a knife.
- * Troop types should be clearly identified before the battle.
- * Each troop should have it's forward arc marked on its base.
- * Disputes over rules should be resolved with a coin toss.
- * It's a game. No one should get upset.
- * If a leader is killed, the owner of the leader must give the killer a beer or soft
drink (killer's choice).
- * The losers buy the overall winner a six pack of beer or soft drink (winner's choice).
Regards,
Kevin Mc Lean.
Middle Aged Sage.
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