We felt the need for pre-industrial skirmish rules. There ain't none. So let's go back to where it all began. I chose pirates 'cos they were the first beaded non SF I found.
I took these from the online builder - I guess I used the wrong one as not all are explained in the rules. Then it clicked. I thought I'd purchased Advanced, instead I'd got Revised. Never mind, we're old hands and can extrapolate like a science Dalek.
I didn't go overboard working out points. You get 300. 1/3 can be spent on personalities. Easiest way was to work on 3rds. Thus hand weapons get 4, pistols 3. Crew 2 was a bit cheaper, so one with 2 pistols.
Crew 1
Longjohn - Personality Points 70
Quality 3+ Combat 2
Handgun (W)
Clumsy,
Dead Shot (P),
Leader (L,P)
Ms Dash - Personality |
Points 32 | Quality 4+ | Combat 2 |
Traits | Disarming Block (MA), Master Duelist (P) |
Pirates with hand weapons Points 24 C J U Y
Quality 4+Combat 2
Gang,
Greedy,
Reckless
Pirates with Pistols E L D |
Points 32 | Quality 4+ | Combat 2 |
Traits | Gang, Greedy, Handgun (W), Reckless |
Crew 2
Sir Cumvention Points 56
Quality 3+Combat 2
Greedy, Q test 1D, if fails, requires 1 activation to stop.
Lead from the Front (L,P),
Master Duelist (P)
Harry the Axe |
Points 42 | Quality 3+ | Combat 2 |
Traits | Axe and Sword Technique (W), Reactive (P) |
Pirates with hand weapons - - T G |
Points 23 | Quality 4+ | Combat 2 |
Traits | Gang, Greedy, Reactive (P) |
Pirates - with guns I N B |
Points 30 | Quality 4+ | Combat 2 |
Traits | Gang, Greedy, Handgun (W), Reactive (P) |
The Game.
Tony took Sir Cumvention and rolled as defender. He decided to set up outside the King Charles, obviously waiting for opening time to get in there and quaff. He also got initiative.
Here come my attackers. Sneaking in.
Group moves pushes the aggressors on. Getting into pistol range.
I manage not to get any reactions, then I move a wee bit.
Longjohn and a young lady (possibly a niece or possibly assistant) She lines up for a shot - misses.
Fools rush in and the girl becomes the first casualty.A quick clash cuts down another - 1 each.
Now the action switches to the other teams & Harry the Axe charges in. He is met by Ms D who puts him on his arse. Then skewers 'is giblets.
Another one dashes in, but gets chopped down dead.
J is the last - 3 fails, one reaction then turnover.
The sneaky is sneaked up on, but there's a lot going on--.
Break for Longjohn while everyone's hopefully looking the other way.
Time these 3 did something?
Finding himself being targeted, discretion and distance!
The 2 - gunner from Sir Cumventionfinds himself bracketed, one side by the runner and the other by Longjohn. He takes a shot at each, missing.
Miss D utters a (possibly rude) challenge to the ungallant Sir.
But the cad rounds on the salt to his right.
A grizzly death (3x opponents total)
That prompts a morale test.
Ms D and this fine fellow legs it like proper.
This one does a runner in search of his mates.
That leaves Longjohn and his mate. Plus the 2 hiding behind the building.
2 run off, 2 dead.
Not good.
The 2 rearguards dash forward to meet up. One takes a shot, evens the numbers a bit.
J dashes in, his opponent runs away, but finds himself surrounded and cut down!
A general surge forward clears the deck.
Longjohn and his mate retire-- The cad, victorious!
1) My scenery wasn't designed for skirmish but it don't look bad.
2) No major difference from using Flashing Steel, so not the best test. Can and will do better.
Some scenery porn for you.
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