Which wargame faction is most powerful

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.   

 

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