Thursday, 3 June 2010
Help!
splinter needs your help, now that the rules are all done I need you, yes you, to play a game of splinter and report how you got on in a comment. If you need help don't fear to ask.
splinter 9
General ‘miracles’
Once per game your general may perform a tactical miracle, the effects last on turn and you are only allowed to choose one.
Name | Description | Range | Points |
Rage | All unit in range can perform all actions twice, and can charge after they shoot | 12” | 7 |
Reinforcements | All units that have been killed can be brought back onto the table | N/A | 7 |
Death | One enemy unit takes 5 DAM instantly | 12” | 7 |
Hell on earth | Every terrain piece is set on fire | N/A | 7 |
Shatter | Every enemy in range is hit by a POW 0 armour breaking attack | 12” | 7 |
Incorporeal | All friendly units move through terrain and cant be hit in shooting | 6” | 7 |
Sentries
Instead of moveing or fireing a unit may be placed on guard or on duty. On guard a unit that is attacked in close combat attacks first, and on duty if any unit shoots the unit, it gets to shoot back.
Instead of moveing or fireing a unit may be placed on guard or on duty. On guard a unit that is attacked in close combat attacks first, and on duty if any unit shoots the unit, it gets to shoot back.
Reinforcements
If you have any units that you have not put on the table, you can place them on the table later but you need to role a die for every unit you wish to bring on. The role need is shown bellow in a table.
1 | 2 | 3 | 4 | 5 | 6+ |
N/A | 6 | 5+ | 4+ | 3+ | 2+ |
now go forth and play, and enjoy your selves.
splinter 8
Magic
To use magic a magic user has to role over a specific number on a D6, the table below explain what is needed.
Neither moving or combat | Moving | Combat | Moving and combat | After head shot |
2+ | 3+ | 4+ | 5+ | 6 |
Magic spells
Name | Effect | Range | Points cost |
Bolt | POW X, one-shot combo shooting attack. | 24” | 2 |
Enflame | Sets the target on fire, unless the target is already on fire, then the attack fails. | 24” | 2 |
Explode | A POW 3 2” AOE | 24” | 2 |
Repair | Adds D6 wounds to a Bot/ mechanical up to its starting total | 6” | 3 |
Medic | Add D6 wounds to any unit that is not a Bot/ mechanical | 6” | 4 |
Fire bomb | A POW X, flame, 3” blast shot | 12” | 4 |
Weaken | - 2 POW to a enemy for a turn | 12” | 3 |
Mire | - 2” MOV to enemy for a turn | 24” | 3 |
Strength | + 2 S to target for a turn | N/A | 4 |
Fortify | + 2 ARM to target for a turn | N/A | 4 |
Speed | + 2” MOV to target for a turn | N/A | 4 |
Ward | The target is unaffected by Magic for a turn | 12” | 3 |
Neutralise | The target is unaffected by corroder for a turn | 12” | 3 |
Extinguish | The target is unaffected by fire for a turn | 12” | 3 |
Summon | One unit in reserve can be brought back to the table within the range | 12” | 3 |
Immortality | The Target cant be damaged for one turn | 12” | 6 |
Cyclone | Moves target D6” away | 12” | 4 |
Teleport | Moves target to any point within range | 24” | 6 |
Magic add-ons
Add Flame- 2 points
Add corrosion- 2 points
Add armour breaker- 2 points
Plus on POW- 2 points
Plus 2” range- 1 point
splinter part 7
War machines
A warbot is any large, unintelligent construct or creature. A warbot may be organic or mechanical, and range in size from the size of a man to well over 30 feet.
For war machines to be used a technologist needs to be taken.
They have a special way of having damage allocated, instead of just losing wounds from a general ‘pool’; they have wounds for specific areas, and when all the wounds are lost from an area that area is destroyed, resulting in the loss of weapons, movement or even life.
Also instead of rolling on the ‘where it hits table’ you can aim at whatever part you can see more than 50% of. But remember if you aim at the head or vitals you must get a 5+ or 6 respectively to hit either.
Light Bot 4 points
| Arms | ACU | AGI | POW | ARM | MOV |
| 2 | 2 | 3 | 3 | 4 | 8” |
| Head | Body | Arm (right) | Arm (left) | Legs |
| 1 | 2 | 1 | 1 | 1 |
| Death | Death | Weapon lost | Weapon lost | No movement |
Medium Bot 6 points
| Mounting points | ACU | AGI | POW | ARM | MOV |
| 2 | 3 | 2 | 4 | 5 | 6” |
| Head | Body | Arm (right) | Arm (left) | Legs |
| 2 | 3 | 2 | 2 | 2 |
| Death | Death | Weapon lost | Weapon lost | No movement |
Heavy Bot 8 points
| Mounting points | ACU | AGI | POW | ARM | MOV |
| 4 | 3 | 1 | 5 | 6 | 6” |
| Head | Body | Arm (right) | Arm (left) | Mounting point | Mounting point | Legs |
| 3 | 5 | 2 | 2 | 1 | 1 | 3 |
| Loss of weapon | Death | Weapon lost | Weapon lost | Weapon lost | Weapon lost | No movement |
Monster 6 points
| Mounting points | ACU | AGI | POW | ARM | MOV |
| 2 | 1 | 4 | 2 | 3 | 8” |
| Head | Body | Arm (right) | Arm (left) | Legs |
| 2 | 3 | 2 | 2 | 2 |
| Death | Death | Loss of weapon | Loss of weapon | No movement |
Artillery 5 points
| Mounting points | ACU | AGI | POW | ARM | MOV |
| 1 | 5 | 0 | 0 | 5 | 0” |
| Head | Body | Mounting point (range only) |
| 1 | 1 | 2 |
| Death | Death | Loss of weapon |
Bot Close combat Weapons
| Name | Reach | Hits | Power | Hands | Type | Cost |
| Sword | 1” | 2 | X | 1 | Combo | 1 |
| Axe | 2” | 1 | X+4 | 1 | | 3 |
| Halberd | 3” | 1 | X+2 | 2 | | 3 |
| Mace | 2” | 1 | X+3 | 1 | Armour breaker | 4 |
| Spear | 3” | 1 | X+1 | 1 | | 3 |
| Flaming brand | 2” | 1 | X | 1 | Flame | 4 |
| Hammer | 1” | 1 | X+2 | 1 | Armour breaker | 4 |
| Cleaver | Base contact | 1 | X+2 | 1 | Combo | 1 |
| Hands | Base contact | 1 | X | 1 | Combo | 0 |
| Natural blades | 1” | 2 | X | 0 | Combo | 2 |
| Talon | 2” | 2 | X | 1 | Combo | 2 |
| Pistol whip | Base contact | 1 | X | 0 | Requires a ranged weapon | 0 |
Bot Ranged weapons
| Name | Range | Power | Shots | Type | Hands | Cost |
| Rifle | 24” | 4 | 1 | Combo | 1 | 3 |
| Machine gun | 24” | 3 | 3 | Combo | 1 | 4 |
| Cross bow | 12” | 4 | 1 | Armour breaker | 1 | 4 |
| Fire thrower | Template | 4 | 1 | Flame | 1 | 4 |
| Shotgun | 12” | 5 | 2 | Armour breaker | 1 | 5 |
| Cannon | 24” | 6 | 1 | Armour breaker | 1 | 7 |
| Lobber | 36” | 4 | 1 | 2” AOE | 1 | 6 |
| Gatling gun | 24” | 2 | 4 | | 1 | 7 |
| Acid | Template | 3 | 1 | Corroder | 1 | 5 |
| Sniper | 48” | 5 | 1 | | 1 | 7 |
| R.P.G | 36” | 7 | 1 | 2” blast | 1 | 7 |
Bot Add-ons
+1 ACU- 1 points
+1 AGI- 1 points
+1 POW- 2 points
+1 ARM- 2 points
+1” Move- 2 points
+1 DAM- 3 points
Add magic node- 5 points
Add another mounting point- 5 points
Add shield (light cover) – 5 points
Add shield (medium cover) – 7 points
Add shield (heavy cover) – 9 points
Add heat vent (sets every thing within 3” on fire) – 10 points
Move through terrain- 4 points
Add jet pack/wings/rotors (ignore dangerous and impassable terrain) – 6 points
Self repair (when killed the unit is placed back in reserve) – 2 points
Advanced AI/ cybernetics/ intelligence (doesn’t require Technician + can take general+ head can’t be repaired) – 1 point
Om nom (role a D6 for every unit killed in close combat, on a 6 the unit gains 1 Damage) – 4 points
Soul stealer- 3 points
Travel- 2 points
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