Monday, 21 July 2014

FS 6 linked games with new experience rules

15 men and a dead man's chest.


I stole these from my local club.  Much as I want to try the rules, Summer is upon us and work intervenes.  Please use, adapt and overcome.

1 Forward Push.    The pirate crew and the hunters seek to recover a chest from Gallows Road Farm and get off-table with it within 15 turns. Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

Objectives: 1 prominent hill 2 crossroads 3 farm buildings in a fielded area. Each gains one victory point for every turn it holds an objective without being attacked.

The roads are hedged, both the hill and farm buildings overlook the crossroads.

2 Head Hunt. The winner of the last game has run the opposition down either in a wooded or village area. Choice of edge and turn.

Objectives are the Captain, Bosun and one other chosen target from the last game. First kill gains a point plus 1 for every enemy group routed and loses one for each own group (not individual) leaving table in good order.

3 Alone in the dark. The winner of the last game again has choice of edge and turn. Village or woods not chosen above.

Each side rolls a D6 per model. 1-2 deployed normally, 3-4 deployed normally but not within 1M of any other figure, not in a group, 5-6 deployed on the right near flank not within 1M of any other.

Objectives are the Captain, Bosun and one other chosen target from the last game. First kill gains a point plus 1 for every enemy routed and killed compared to own.

Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

4 Infiltrate the camp. The winner from above has discovered the opponents camp in a lightly wooded area by a stream. The defender sets the terrain and deploys. The attacker chooses one edge. Attacker gets 1 point for every 3 men or leader killed. Defender gets 1 point for every 3 men or leader killed or group off table in good order.

5 Secure the high ground. The loser from above has gained a pirate blockhouse. With night and a high tide approaching the attacker has 15 turns to take the blockhouse. The attacker may deploy from any side but not within 2L.

Both sides get 1 point for each opponent killed or fled off the table. Every attacker leaving in good order by a specific point gains 1 point.

Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

6 Supply drop. Both sides are suffering supply problems so seek the warehouse district for essentials. 6 markers are spread amongst the buildings. Holding any gains 1 point, but on a 6 there is (1 only!) shot, powder and muskets making any shot out of that building an aimed shot. Stores cannot be moved.

The winner of the last game is the attacker and may choose table edge.

Rough forces I would use
Pirates
8 pressed seamen with basic skills and a musket plus basic weapon
4 experienced pirates with cutlass and pistol
Sawbones
Bosun
Captain

Spanish Pirate Hunters
8 pressed “mook” seamen with basic skills and a musket plus basic weapon
4 regular soldiers with musket and sword
Religious fanatic with sword and pistol
Doctor
Bosun
Captain

---------------------------Experience system-----------------------------------------
...
Whether you win or you lose a scenario, you get back all the points of your lost models to buy replacements. If you lost the scenario, replacements cannot be Personalities. If you lose Unique models, they may no be brought into play until the end of the campaign.
If you win a scenario, your band receives a number of experience points equal to 25% of the point cost of defeated opponents, plus any points earned for fulfilling scenario objectives. Divide these among all your surviving models, including those who ran off the tabletop and those who went out of action but survived. Round fractions down.
A model can spend experience points to adjust his Quality or Combat score or use experience to buy new traits and add spells to a spellcaster.
Spellcasters have no limit to the number of spells they can learn.
Other traits that may be added must be chosen from the traits possessed by at least one other profile in your faction rosters. For example, if in a faction no profile has Group Fighter, you may not buy Group Fighter with experience points.
Only characters who survived the scenario may spend experience points.
To calculate the cost of an advancement for a character, use the online builder to calculate the new cost. Subtract the new cost from the old and spend that many experience points to buy the increase.
Regardless of how many points you have, you may not assign more than one new trait per scenario to a character. Additionally, you may not assign traits with negative cost, and you may not give more than a +1 increase in C or Q to any one character in his entire lifetime.

My only quibble is about no-negative-traits, I'd like to start replacements as mooks, perhaps some will take to drink or even lose a leg-?