Frazettas DoomTrooper TopTable BordGame
Verfasst: Mi 28. Apr 2010, 21:53
DOOMTROOPER TOPTABLE BOARDGAME RULES VERSION 1.6
REQUIREMENTS:
First we need a board with square fields of estimated 2.5 x 2.5 centimeters.
A chess board should do well but a coloured is better.
Then of course the WARZONE first edition rulebook and the preferred miniatures selection.
Last but not least also the good old six sided doomtrooper dice.
PROFILES:
After arranging the point numbers for each player we select our doomtroopers
which shall contrast to the opponents but dont have the rulebooks limitations.
Now we need to write lists with modified profiles which contain:
Troopers: CC RC AC WO ST AR PC
Weapons: CR DA PC
Special unit actions and rules must with
understatement be adapted individually.
LINE-UP AND STARTING:
Each player chooses one side of the board and puts all his figures on this line.
The figures start covered what will be explained later.
Then we roll our dices to see who begins with starting all own figures.
MOVEMENT AND ACTIONS:
Because of the squares the known movement values will be divided by 2.5 cm.
All figures can be moved this much fields and also the basic 90° sight radius changes while this.
Characters with more than three actions permanently have additional 90° per action.
Its recommended to use eight predefined facing directions as standard.
Huge figures can ignore normal sized and shift them in preferred directions but not take cover.
Then each figure has the option to attack or move one more field and take cover.
Heroes with more than three actions may substitute these with additional fields.
With an attack the cover ends automatically.
Figures in cover can roll against all ranged combat attacks once.
Therefore the players roll their dices compare and the higher value decides.
Equal values encourage the covering figure.
You see we dont use the actions like known from the rulebook but they are still in use.
RANGED COMBAT:
Now whats new here is that we use the close range as maximum range.
Therefore the values again must be divided by 2.5 cm for the possible field count.
The attacking figure numbers from its next field and must include one of the targets which
can not at all be covered by other figures and less than 50 percent by hard cover or huge.
Then the action count becomes compared while the minimum of three always means one attack.
All additional mean that the figure can make multiple attacks
like with a damage modificator from the weapon profile.
While this the next nearest targets can be chosen regardless if the attacks succeeded or not.
The same rule applies for the instant fire damage modificator.
Figures that watch enemies come in sight gain
attack bonus + 1 against these targets for their next turn.
After receiving the attack message the opponent player can choose to use his
figures over three actions to make evasions
which work like the in cover rolls and dont change the position.
If the attacker made no movements he gains one point bonus alternatively figures may spend
one of their actions over three to gain the bonus against one target for all remaining attacks.
Targets which get hit from behind also cannot evade this attacks.
If a target got hit each player rolls his dice.
The attacker adds the figures RC and the ranged weapons DA
values and aim bonus and then the defender the AR value.
The numbers get compared and the higher wins what may cause or avoid one wound.
Equal values again mean the defender succees while 6 always wins and 1 loses!
Firing at in close combat engaged figure only if its completely
visible or huge - allows avoiding what works like in cover.
SPECIAL WEAPONS:
Some weapons need special rules.
Hand grenades need to announce the target field and to roll the dice
for the reached field count what can be substracted or added with the throwers ST value.
All nine bordering fields are affected by the same damage.
Cover does not work against grenades but against rockets which have the same explosions.
Flame throwers also hit in cover and have a five fields range with four fields width at the end.
CLOSE COMBAT:
Getting in close combat means making base contact.
The attack rules are just like the ones for ranged combat
and also the evade rules apply the same way.
But the attacker must consider to add the CC and of course the weapons DA.
It is possible to retreat after survival in the next own turn if there are free fields.
Two small weapons allow one combined attack.
NOW THATS ALL - I HOPE YOU WILL LIKE IT!
DOWNLOADS:
https://skydrive.live.com/#cid=858C2800 ... 324E%21105
REQUIREMENTS:
First we need a board with square fields of estimated 2.5 x 2.5 centimeters.
A chess board should do well but a coloured is better.
Then of course the WARZONE first edition rulebook and the preferred miniatures selection.
Last but not least also the good old six sided doomtrooper dice.
PROFILES:
After arranging the point numbers for each player we select our doomtroopers
which shall contrast to the opponents but dont have the rulebooks limitations.
Now we need to write lists with modified profiles which contain:
Troopers: CC RC AC WO ST AR PC
Weapons: CR DA PC
Special unit actions and rules must with
understatement be adapted individually.
LINE-UP AND STARTING:
Each player chooses one side of the board and puts all his figures on this line.
The figures start covered what will be explained later.
Then we roll our dices to see who begins with starting all own figures.
MOVEMENT AND ACTIONS:
Because of the squares the known movement values will be divided by 2.5 cm.
All figures can be moved this much fields and also the basic 90° sight radius changes while this.
Characters with more than three actions permanently have additional 90° per action.
Its recommended to use eight predefined facing directions as standard.
Huge figures can ignore normal sized and shift them in preferred directions but not take cover.
Then each figure has the option to attack or move one more field and take cover.
Heroes with more than three actions may substitute these with additional fields.
With an attack the cover ends automatically.
Figures in cover can roll against all ranged combat attacks once.
Therefore the players roll their dices compare and the higher value decides.
Equal values encourage the covering figure.
You see we dont use the actions like known from the rulebook but they are still in use.
RANGED COMBAT:
Now whats new here is that we use the close range as maximum range.
Therefore the values again must be divided by 2.5 cm for the possible field count.
The attacking figure numbers from its next field and must include one of the targets which
can not at all be covered by other figures and less than 50 percent by hard cover or huge.
Then the action count becomes compared while the minimum of three always means one attack.
All additional mean that the figure can make multiple attacks
like with a damage modificator from the weapon profile.
While this the next nearest targets can be chosen regardless if the attacks succeeded or not.
The same rule applies for the instant fire damage modificator.
Figures that watch enemies come in sight gain
attack bonus + 1 against these targets for their next turn.
After receiving the attack message the opponent player can choose to use his
figures over three actions to make evasions
which work like the in cover rolls and dont change the position.
If the attacker made no movements he gains one point bonus alternatively figures may spend
one of their actions over three to gain the bonus against one target for all remaining attacks.
Targets which get hit from behind also cannot evade this attacks.
If a target got hit each player rolls his dice.
The attacker adds the figures RC and the ranged weapons DA
values and aim bonus and then the defender the AR value.
The numbers get compared and the higher wins what may cause or avoid one wound.
Equal values again mean the defender succees while 6 always wins and 1 loses!
Firing at in close combat engaged figure only if its completely
visible or huge - allows avoiding what works like in cover.
SPECIAL WEAPONS:
Some weapons need special rules.
Hand grenades need to announce the target field and to roll the dice
for the reached field count what can be substracted or added with the throwers ST value.
All nine bordering fields are affected by the same damage.
Cover does not work against grenades but against rockets which have the same explosions.
Flame throwers also hit in cover and have a five fields range with four fields width at the end.
CLOSE COMBAT:
Getting in close combat means making base contact.
The attack rules are just like the ones for ranged combat
and also the evade rules apply the same way.
But the attacker must consider to add the CC and of course the weapons DA.
It is possible to retreat after survival in the next own turn if there are free fields.
Two small weapons allow one combined attack.
NOW THATS ALL - I HOPE YOU WILL LIKE IT!
DOWNLOADS:
https://skydrive.live.com/#cid=858C2800 ... 324E%21105