Dark Shard Quick Play Rules

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  • 8/9/2019 Dark Shard Quick Play Rules

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     o Start:4x4ft table or playing surfacechoose (or roll) who is attackers and defendersplace terrain. attackers get 2 pieces, defenders get 3 pieces(or multiplayers get two each)roll to see who goes first (here after referred to as player(or team) 1 and 2Defenders deploy first and then attackers deploy 24” away 

     Te urn1) Unengaged Actions: in order

     eam 1: unengaged actions eam 2: unengaged actions

    see list of actions below.2) Engaged Actions:

    Resolve ‘Engaged’ models actions beginning withthe higher initiative.

    3) Remaining Actions: eam 1: executes remaining actions eam 2: executes remaining actionssee list of actions below 

    4) Moral estsroll for the circumstances noted below 1d6+MR 

    Model has been wounded: N = Damage Dealtor suffer the Broken conditionOutnumbered: N = 3+ number of models

    or suffer the Broken condition Ally killed in line of Sight: N = Dmg dealt to ally 

    Unengaged Action List  - pages 98-100 in core rule bookeach model may execute one of the following during the unengaged actions phase

    Move:  your MV in inchesCharge: move up to your full MV, and gain a free attack Draw Mana:  Announce Spells you wish to cast and mana attributed to thatspell. Any Damage dealt to the model during the round will require the caster tomake a MR check N damage dealt, or fail casting the spell. You may move 1/2

    Load:  Announce which characters with ranged weapons are preparing to Fire inthe Remaining Actions phase.

    Stealthy:  move half rate, cannot attack or be targeted with AG check N7. rollof 6 allows full move, requires appropriate terrain. Failed roll means can still betargeted and can only move 1/2 MV 

    Run: move x2 rate with AG check N7, natural 6 = move x2.5, natural 1= move 1/2 rate.Climb: Move 1/2 rate over anything (4”- human sized/ 6” monster size) or overrequires a AG check N7 to bypass, failure of roll you cannot move.

     Jump: Move 1/2 rate, AG check N based off of height. N 5 (1”/3”) N7 (4”) N9 (3”/6”). Failure of roll, fail to jump over obstacle.

     Assault Object: destroy objects, PS check, use weapon bonus.Light barricade N 8, Heavy Barricade N10

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    Engaged Actions List: pages 100-101 from core rule book 

     Attack: 1 attack unless otherwise noted. model in base contact actical retreat: No attack, +2 AG, move 1/2 move directly backwards(note this may open you up to a charge attempt)

    Knock Down: attack in base contact, no damage. person hit makes AGcheck N = Damage; a prone person needs to spend next round getting up. 

    Melee Combat:Determine Initiative by IV Determine Engaged ActionsMake Attack Roll1d6+modified CV vs Opponent’s Modified AG roll of a 6 ignores PV for recovery rolls(opponent may sacrifice shield instead of critical)

    Determine DamageOpponent rolls 1d6+modified PV vs your modified PSNext Engaged Battle

    Remaining Actions: page 101 from the core rule book 

    models may perform only one of the following actionsFire: If weapon was readied in unengaged actions, it may be fired,see Ranged Combat

    Release Spell:  A spell that was announced in the unengaged actions maybe cast in this phase. Spells may also be contested with a dispel attempt (Magemust have enough mana available) Roll off equal mana dice.

    Loot:  you may take the equipment from the incapacitated model, all acceptarmor. Beasts and Monsters cannot loot.

    Gain Ground: may move 1/2 our MV, though you can move intocombat, but it is not considered a charge.

      Ranged Combat:Determine arget within x3 your range increment(measure distance after determining target)

    1/2 range +1 attack, normal range +0 to attack, x2 range -1 to attack, x3 range -2 to attack  Attack Roll

    1d6+ modified RV vs arget’s modified AG roll of a 6 ignores PV for recovery rolls

    (opponent may sacrifice shield instead ofcritical)Determine Damage:recovery Roll 1d6+PV vs Weapon Damage

    Circumstances

    Broken: when in combat model must make a actical retreat. Tose not in combat flee for terrain and be stealthy. May not take any offensive

    actions until broken is removed by a successful MR check against the same NBravery: MR vs N attributed to the creature who causes fear. Successmeans you act normally, fail means you move away from the monster.

     aking Wing:  take your model off of the table, the model cannot attackor be attacked, may be subjected to Aerial Charge, may land anywhere on thetable next movement.

     Aerial Charge:  ake model off of the board as taking wing, treat as normalcharge. If mount is killed, rider plummets to his death.

    Sneak Attack/Ambush: Deny target his AG bonus against the attack 

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     errain- pages 104 - 105 of core rule book When moving through or over terrain listed below checkfor effects

    Forest: normal move with an AG check N6, or onlymove half. +2 on being stealthy 

    Hills:  When on higher ground +1 CV in close combatRough Ground: 1/2 move, AG check N6 orfall over

     Wall:  Jump, Climb or Assault Object. argeting those

    behind a fence or small wall imposes -2 to shootingOutcroppings: 1/2 move, make an AG check N6or fall over. -1 to shoot someone in an outcropping.

    River: 1/2 move, PS check N6 or be swept downstream 2d6” (player putting down a river choosesdirection of flow before game starts) those swept off table drowned

    Swamp: 1/4th MV, and AG check N6 or get stuck Buildings: may use as higher ground, Stealthy terrain(may Ambush those entering). Destroy house all foursupports must be assaulted PS check N 10, auto kill allthose within if supports let go. Area spells may assaultsupports. Max 10 creatures inside

    Weapon Damage Grip Special

    Sword  +3 one hand +1 AG when used.Bastard Sword +3/+5* one or two hands Acts as a Sword or a Great Sword; +1 AG when uLong Sword  +3 one hand Adds +2 Initiative Value when used; +1 AG when Great Sword  +5 two hands +1 AG when used.Battle Axe  +3 one hand Inflicts 2x damage on a 6, but breaks on a 1.

    Great Axe  +5 two hands. Inflicts 2x damage on a 6, but breaks on a 1. War hammer +2/+4* one or two hands. -1 Protection Value if struck.Flail   +4 one hand Wielder suffers -1 Agility in melee combat.Mace  +3 one hand -1 Protection Value if struck.Spear   +2 one hand +4 damage the first round of combat, then +2.Pole Arm  +4 two hands +6 damage the first round of combat, then +4.Lance  +7 one hand Can only be used when mounted, and on a charg

    *these weapons can be used in one or two hands. Te damage before the slash (/) is how much it deals when used in one hanand the damage indicated after the slash is how much the weapon does when it is wielded in two hands.

     Melee Weapons

     Armour Armour Protection Mv AG Notes  penalty penalty

    Light Armour 1 - 0 -0 -Medium Armour 3 -0 -1 -Heavy Armour 5 -1 -2 -Shield 1 n/a +2 - Additional Weapon - n/a +1 -1 CV 

     Ranged WeaponsWeapon Damage Range SpecialShort Bow 5 12” Can be used while mounteLong Bow 5 18” -Crossbow 7 24” Cannot move and reload Trown Weapon PS + 3 6” -

    Retainer Page ReferenceRetainers PGHumans 50Elves 56Dwarves 60 Warrow 62Orcs 64

    Hobgoblins 68Goblins 72Fey 75Undead 81Demons 85

     

                          

                                

                           

                                 

                              

                                                            

                                

                           

                              

                              

     Fr iend of Foe

    Model Type Base Size Facing Normal Size (Human, Elf, Dwarf, Orc, Goblin, Hobgoblin, Fey ) 25mmx25mm 4(front, x2 ank, rear.)

    Beasts and Mounts 25mmx50mm 6(front, x4 ank, rear.)

    Monsters (Giant, Hobhound, Dragon etc.)  40mmx40mm 8(x2front, x4 ank, x2rear.)

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