Hello all, I just made a new castle wargame! I wont waste your time and make you read a bunch of crap, so here it is: (and feel free to criticize and make suggestions. Just don't steal it!)
LEGO Castle Warfare
This is a simple LEGO castle wargame. The rules should not take long learn, but I do recommend that you read them over carefully. I will not have you read a bunch of introductory crap or anything, so I will cut the crap and get right to the point.
Ye Olde Gameplay:
Basically, each player has their respective turns. In these turns they may chose to and move and attack. They move their soldiers, then attack, move move, attack attack, or attack move.
Ye Olde Units:
There are only two unit types to keep the game simple. Here they are:
Ye Olde Trooper:
This is the all-around disposable trooper. He has basic combat training and can use a variety of weapons. This will make up the majority of your army.
Ye Olde Hero:
These guys have seen quite a few battles in their lifetimes. They have more experience than the average trooper, and have better combat training. There is usually a ratio of Heros to Troopers. I use a 1/8 ratio; but you can use whatever ratio you see fit.
Ye Olde Battle:
Battle is quite simple. Basically, when you choose to attack you must be in range, (either have to be able to touch target with weapon or be within firing distance) you roll your attack, and add any extra damage weapons add on. The defender rolls his defense and adds any defense modifiers from armor. If the attack is higher than the defense, the defender is killed or stunned. (See weapons) If the defense is higher than the attack, the attack is a failure and no damage is taken. You may choose to cumulatively attack. (If you know any other wargames, then you already know how to do this)
YE OLDE EXAMPLE:
Death-Knight (hero) has plate armor, a large shield, a visored helm, and a large broadsword. So his stats are: Attack: 1d6+4, Defense: 2d6+3, and Speed: 4”. He attacks Mr. Weakling. He is a trooper with nothing. DK rolls a 3+4, or 7 on his attack. Mr. Weakling rolls a 5 for defense. Since DK’s attack is greater than Mr. Weakling’s defense, Mr. Weakling dies. Rip his head and limbs off, if you please.
Simple, right? Good. Now lets move on to my favorite part. The weapons! Here they are:
Ye Olde Close Combat:
Dagger: +1 Attack
Cutlass: +2 Attack, +1 Defense
Short Sword: 1d6 Attack
Scimitar: +3 Attack
Broadsword: 1d6+2 Attack
Katana: 1d6+3 Attack
BattleAxe: 1d6+2 Attack, two handed*
Halberd: 2d6 Attack, -1” speed, two handed*
Handaxe: +2 Attack
Spear: 1d6 Attack, two handed*
Lance (wood): 1d6 Attack,, used only by cavalry
Lance (iron or other metal): 1d6+2, used only by cavalry
Staff: 1d6, stun**
Mace: +3 Attack, stun**
Club: +2 Attack, stun**
*Two handed means that the unit cannot carry anything else in his hands, like a shield or secondary weapon.
**Stun damage occurs when you make a successful hit with certain weapons. When stunned, the target falls to the ground and drops his weapon and shield. Defender rolls 1d6. The target remains on the ground for as many turns the die rolled. If attacked while stunned, he is instantly killed and may not defend. Rip his head and limbs off, if you please.
Ye Olde Long Range:
Bow: 1d6+2 Damage, 20”
Crossbow: 1d6+3 Damage, 15”, reload*
*The trooper must spend a full turn reloading his crossbow before he can fire again.
It is suggested that you have quivers on your archers. But if you don’t have any or enough, don’t worry about it. Remember, this is a game.
Ye Olde Armors:
Helmet: +1 Defense
Visored/“Kettle” Helm: +2 Defense
Leather Scales: +1 Defense
Scale Armour: +2 Defense
Plate Armour: +3 Defense
Small Shield: +1 Defense
Round Shield: +2 Defense
Large Shield: +3 Defense
Armor keeps thy troops alive. Every troop should have it.
EDIT: Yay! I'm a serf!
EDIT AGAIN: Umm... I would realy be grateful if some one could put this on LUGNET. *hint hint*