An Old Midlish Rhyme
The wind from the North sings of heroes of Olde
The wind from the East makes our blood run Cold
The wind from the South smells of Spices and Gold
But the wind from the West tells of warriors Bold.

Tuesday, June 16, 2015

Warriors and Witches

Gathering of Hosts might be a massed combat or Battle game but what tale of legendary battles is complete without heroes, leaders, mages and various specialist characters? 
On Sunday Rob hosted a game to test out his proposed character rules. Essentially each character is given 1 or more special rules which can be used boost a unit he/she is with, or a list of spells where appropriate which may each be used once. This worked fairly well but I would like to incorporate some of the sort of combat effects I am used to for commanders. So here are some proposed character rules.
Still on the outside of the Tiger. 

Proposed Character Rules for Gathering of Hosts.

  1. Characters may be of 2 types: integral or independent. An integral character is based with  a unit, may not leave it and may not influence other units.If the unit is destroyed, he is destroyed as well. Independent characters may move from unit to unit or act on their own and may use their influence on any unit they have joined or at such distance as is specified for their ability.

    (Note: although this is a battle game there is no fixed scale, units might be a score of men or 100 or 500. In a big battle an independent character might represent a main character with sidekicks, hearthguard, acolytes etc or just be a really BIG DAMNED HERO! )
  2.  Stats. Each character must have a set of stats defined at the start of a game. These may be recorded on a card for each character or be collected on a reference sheet. They will each have the same stats as a unit: movement, armour etc but will also have a list of special abilities. If these abilities are not standard ones from the rules then they need to be explained. Each character normally has 1 strength point but exceptional characters may have 2.
  3. Characters and Units. If a character is an integral  part of a unit he may not leave it otherwise they are treated as any other character. A character may pass through freindly units and vice versa but if they end the move touching then the character has joined the unit. A character may not join more than 1 unit per turn.  A character who is joined to a unit may move away during normal movement or may move with the unit. When joined to a unit a character may use their special abilities and must fight in melee. If a character is joined to a unit which is destroyed by enemy shooting or in melee, any excess hits will go against the character (and may be saved). If after all melee is resolved a character is still alive and is in contact with an enemy then each side rolls a die. If the enemy roll is higher the character is overwhelmed and captured otherwise it may immediately move away.
  4. Magic: Magicians (witches etc etc) are given a list of spells that they are capable of performing. Powerful spells should be limited to 1 use each but a magician may have more than 1 copy of the spell. Lesser spells may be used as often as desired but only once per turn.  A magician may not move and cast a spell and may not cast a spell if in melee. Spells have the same range as bows. Here are some sample spells, other spells may be added by a GM or by agreement before a game and these may be changed or ommitted: 
    1. Restore. (single use) The magician selects a unit and throws 4 dice. For each 5,6 1 lost strength point is recovered. 
    2. Ward: (single use) The magician rolls 1 d6/2 The result is how long the spell lasts. While in effect the unit adds 1 to their saving throw.
    3. Hurry. (single use) The magician rolls 1 d6/2 The result is how long the spell lasts. While the spell is in effect the unit moves double. 
    4. Frenzy. (single use) The magician rolls 1d6/2. The result is how long the spell lasts. While the spell is in effect the unit receives a +1 to its Melee Power but this may never be more than 5.
    5. Summon. (single use) The magician rolls 1d6. On a score of 4,5,6 a monster is called into play (must be pre arranged).   
    6. Heal: (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled 1 lost strength point is recovered.
    7. Obscure (multiple use) The magician rolls 1 die per strength point. On a roll of 5,6 the target unit is enveloped in mist and counts as in cover to enemy shooting and melee (note note cumulative with actual cover)
    8. Hasten. (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled the unit may add 1 extra movement increment. 
    9. Rage (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled the unit rolls 1 extra die in combat.
    10. Confound (multiple use)The magician rolls 1 die per strength point and if any 5 or 6 is rolled the target unit loses 1 increment of movement on its next turn and will fight and shoot with 1 die less than normal on this turn and on its turn.
  5. Special abilities. Characters may have special abilities which may be applied to a unit that the character has joined only while he is joined. Others only apply to the character. Here are some examples, others may be added by a GM or by agreement before a game and these need not be used: 
    1. Inspire. The unit gains 1 increment of movement.
    2. Cunning. The unit adds 1 to its Melee Power but this may never exceed 5.
    3. Prepared. The unit adds 1 to its armour save.
    4. Stealth. The character may pass through any enemy unit and may force an opposing character to accept a challenge.
    5. Guile. The character may wear a disguise and join an enemy unit. Each side rolls a die. If the unit rolls higher than the ruse fails and the character must resolve melee with the unit and if he lives must roll for capture as usual otherwise the ruse works and the character may then move the unit. He may not attack with the unit but may retreat and will prevent it from shooting or attacking. If the character stays with the unit then the roll off must be repeated each turn.  
    6. Strategem. The melee power of any enemy attacking the unit in melee is reduced by 1 but never to less than 1.
  6. Challenges. If  characters are joined to units which are opposing each other in melee then on his turn a character can challenge an opponent to single combat. The 2 characters then fight one round of melee against each other before the unit's fight. If they survive they may fight again as normal with their unit. If a character declines combat then he may not fight in melee or use any special abilities. If the unit is destroyed the character may be killed or captured as normal.
  7. Army Morale. Characters do not count when establishing army Morale but when they are lost they count against it.

6 comments:

  1. Great ideas Ross ,I will work towards giving them a go soon...
    Alan

    ReplyDelete
  2. I can see rolling d10s for the random knowledge of spells (and I like your spells by the way).


    -- Jeff

    ReplyDelete
    Replies
    1. I am a Cube man at heart, polyhedrons only under duress.

      Rob came up with the originals, I just added my own take.

      Delete
    2. I am a Cube man at heart, polyhedrons only under duress.

      Rob came up with the originals, I just added my own take.

      Delete
  3. I'm sure that there will be more spells and skills as we try different scenarios...

    ReplyDelete