Post by ash on Mar 1, 2008 17:59:22 GMT 9.5
Wizard Gladiatorial games!
This came about whilst sitting around the Deck wanting to do something wargames related but would not take much time. It started off with the suggestion of playing a 200pt game of Fantasy but quickly turned into the idea of wizard duels and mass rumbles.
We have play tested the idea and now have what you see before you. Its still in its infancy and as such is a little restricted but will soon develop into something a lot more flexible.
To begin with everyone has a level 2 Empire spell caster. It is absolutely stock when it comes to its stats and equipment except it starts with 10 wounds.
You then have 500pts to spend on the magic and power to fit him/her out but first you need to choose a college of magic. This will be what your magic user specializes in. Magic will be cheaper to purchase and cast then magic’s from other schools.
Each spell you purchase will use up a portion of your points equal to its casting value x 10. So if a spell you purchase has a casting value of 8 it will cost you 80 points. However if you purchase a spell that is not in your chosen college it will cost you an extra 1-point of casting value and 10 extra points.
Casting and dispel dice are also purchased at 30 points each. The dice are all pooled together and form both your casting and dispel dice. When you spend dice you do not get them back until your turn comes around again.
You can also spend points on magic items. Anything from the empire army book and common magical items is up for purchase.
Play:
The playing area is 4x4 and is full of terrain to block line of site (note, line of site is literal and if you can see any part of your target you can cast against it.)
Take it in turns to roll a scatter dice on the playing surface. Draw a line from the arrow to the table edge and that’s your entrance point. Everyone does this in turn.
Next roll initiative. 2d6. The highest goes first and so on. Reroll ties.
Movement is 2d6. As everyone is a single character there is no difficult terrain. You do not have to move the total rolled.
Magic. Magic can be cast at any point of your turn. You can cast before moving, after moving or both. Before or after attacks etc. The only rule is that you cannot cast a spell during your movement.
To cast a spell choose some dice from your pool and beat the casting value (remember that spells you do not specialize in cost 1 more to cast.)
The target may then try to dispel. They roll dice and try to beat your score. If the score is equaled or beaten the caster may then add some more dice to try to beat the dispellers score. If successful the dispeller may add some dice to try to beat the casters new score. If failed the spell goes off, if successful the spell is dispelled.
Only a target may try to dispel a spell aimed directly at them. If the spell is area affect, an all within a certain range or otherwise affects anything other than a model directly anyone within line of site of the caster may try to dispel it.
Combat is played just like normal fantasy battle except you may only attack in your own turn. No strikes back etc.
These are only basic rules and ideas written in a sort of short hand/note form. If there’s anything you would like to discuss or add please do so!
This came about whilst sitting around the Deck wanting to do something wargames related but would not take much time. It started off with the suggestion of playing a 200pt game of Fantasy but quickly turned into the idea of wizard duels and mass rumbles.
We have play tested the idea and now have what you see before you. Its still in its infancy and as such is a little restricted but will soon develop into something a lot more flexible.
To begin with everyone has a level 2 Empire spell caster. It is absolutely stock when it comes to its stats and equipment except it starts with 10 wounds.
You then have 500pts to spend on the magic and power to fit him/her out but first you need to choose a college of magic. This will be what your magic user specializes in. Magic will be cheaper to purchase and cast then magic’s from other schools.
Each spell you purchase will use up a portion of your points equal to its casting value x 10. So if a spell you purchase has a casting value of 8 it will cost you 80 points. However if you purchase a spell that is not in your chosen college it will cost you an extra 1-point of casting value and 10 extra points.
Casting and dispel dice are also purchased at 30 points each. The dice are all pooled together and form both your casting and dispel dice. When you spend dice you do not get them back until your turn comes around again.
You can also spend points on magic items. Anything from the empire army book and common magical items is up for purchase.
Play:
The playing area is 4x4 and is full of terrain to block line of site (note, line of site is literal and if you can see any part of your target you can cast against it.)
Take it in turns to roll a scatter dice on the playing surface. Draw a line from the arrow to the table edge and that’s your entrance point. Everyone does this in turn.
Next roll initiative. 2d6. The highest goes first and so on. Reroll ties.
Movement is 2d6. As everyone is a single character there is no difficult terrain. You do not have to move the total rolled.
Magic. Magic can be cast at any point of your turn. You can cast before moving, after moving or both. Before or after attacks etc. The only rule is that you cannot cast a spell during your movement.
To cast a spell choose some dice from your pool and beat the casting value (remember that spells you do not specialize in cost 1 more to cast.)
The target may then try to dispel. They roll dice and try to beat your score. If the score is equaled or beaten the caster may then add some more dice to try to beat the dispellers score. If successful the dispeller may add some dice to try to beat the casters new score. If failed the spell goes off, if successful the spell is dispelled.
Only a target may try to dispel a spell aimed directly at them. If the spell is area affect, an all within a certain range or otherwise affects anything other than a model directly anyone within line of site of the caster may try to dispel it.
Combat is played just like normal fantasy battle except you may only attack in your own turn. No strikes back etc.
These are only basic rules and ideas written in a sort of short hand/note form. If there’s anything you would like to discuss or add please do so!