Friday 31 December 2010

Swords of Hyboria in action 2 - the Hyrkanians attack!.










                                                                                                                                                                            
                                              




Swords of Hyboria in action 1 - rescue Princess Yasmin.









Sunday 12 December 2010

Swords of Hyboria

Here is my first draft of some rules to wargame Conan adventures with.

They are aimed at a cinematic feel with simple mechanisms to mimic scenes from the stories or made up scenarios. 



If Conan gets beaten then it's off to another part of the adventure when he escapes. 
I aim to be as close to the stories as possible.

Here goes...

SWORDS OF HYBORIA

WARGAMES RULES FOR ADVENTURES IN THE WORLD OF CONAN!.

INTRODUCTION :
THE RULES THEMSELVES ARE SIMPLE IN THE EXTREME BUT THE GAMES ARE DEPENDANT UPON SCENARIOS BASED ON THE STORIES OF R.E. HOWARD.

THE AIM IS FOR A FAST AND FURIOUS, HEADLONG GAME IN THE SPIRIT OF THE ORIGINAL STORIES INCLUDING THE MAIN CHARACTERS AND A SUPPORTING CAST TO EMULATE THE HEROIC ADVENTURES OF CONAN.

GAME SEQUENCE:
ROLL FOR INITIATIVE FOR EACH FACTION

MOVE IN INITIATIVE ORDER

SHOOT IN INITIATIVE ORDER

FIGHT, ALL IN CONTACT MAY FIGHT SIMULTANEOUSLY

STATS:

FIGHT= OPPOSED ROLLS, HIGH SCORE WINS AND WOUNDS THE LOSER. UP TO 3 FIGHTERS MAY TAKE ON 1 FIGHTER BUT MUST MAKE SEPARATE OPPOSED ROLLS EACH.

MOVE= MAXIMUM DISTANCE ALLOWED. MOVE IS DOUBLED ON HORSEBACK

SHOOT= OPPOSED ROLL TO HIT A TARGET WITH A MISSILE WEAPON, HIGH SCORE WINS AND WOUNDS THE LOSER, FAILURE MEANS A MISS. ANY NUMBER MAY SHOOT AT 1 TARGET BUT MUST MAKE SEPARATE OPPOSED ROLLS EACH.

STRENGTH= THE NUMBER OF WOUNDS A CHARACTER CAN TAKE BEFORE BECOMING OUT OF ACTION. A WOUND MAY BE DISCOUNTED IF A MODEL IS SHIELDED AND/OR ARMOURED. AN ARMOUR SAVE IS AS FOLLOWS
LIGHT ARMOUR 6
HEAVY ARMOUR 5+
SHIELD +1 TO DIE SCORE

WILL= AN OPPOSED ROLL AGAINST MAGICAL ABILITY OR FEARSOME CREATURES. FAILURE MAY CAUSE A WOUND OR THE CHARACTER TO FLEE.

AGILITY= A TEST TO CLIMB, LEAP etc. ROLL 2D6 AND SCORE EQUAL OR ABOVE TO PASS THE TEST. FAILURE MAY RESULT IN A WOUND.

THESE STATS ARE GENERIC GUIDELINES ONLY AND MAY BE MODIFIED TO SUIT THE CHARACTERS BETTER...

AVERAGE WARRIOR
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6         6        1D6            1               1D6         7
 
HERO
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
2D6         7          2D6              2          2D6         6

SUPER HERO
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
3D6        8           3D6            3            3D6         5

SORCEROR
FIGHT MOVE MAGIC STRENGTH WILL AGILITY
1D6       6-8        2D6           1-3          3D6          6

MONSTER
FIGHT  MOVE SHOOT STRENGTH WILL AGILITY
2 -4D6   6-24        1D6           2-6          2D6         7-5

SHOOTING :
BOWS, SLINGS AND THROWN WEAPONS MAY MOVE AND SHOOT IN A GAME TURN, CROSSBOWS MAY NOT.

WEAPON RANGES:
BOW, CROSSBOW : 24
SLING : 16
THROWN WEAPON : 6

SPECIFIC STATS :
SOME EXAMPLES OF THE PROTAGONISTS.

HYBORIAN KNIGHT
FIGHT   MOVE  SHOOT STRENGTH WILL AGILITY
1D6+3    6 /12       N/A         1           1D6          7

HEAVY ARMOUR, SHIELD - SAVE ON 4+

CIMMERIAN WARRIOR
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6         6         1D6             1           1D6           7

LIGHT ARMOUR, SHIELD - SAVE ON 5+

CONAN
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
3D6          8         2D6            3           3D6         5

LIGHT ARMOUR, SHIELD - SAVE ON 5+

1 RE-ROLL PER GAME - MAY GET HIM OUT OF A STICKY SITUATION !.

THOTH AMON
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6+2       6        1D6             2           3D6          6

1 RE-ROLL PER GAME - MAY GET HIM OUT OF A STICKY SITUATION !.

ZUAGIR NOMAD
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6          6         1D6            1             1D6        7

SHIELD - SAVE ON A SCORE OF 6

SHEMITE ARCHER
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6         6         1D6             1             1D6        7

LIGHT ARMOUR - SAVE 6

TURANIAN LANCER
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
1D6       6/12       1D6           1              1D6          7

LIGHT ARMOUR, SHIELD - SAVE ON 5+

JUMA OF KUSH
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
2D6          7        2D6            2             2D6         6

SHIELD - SAVE ON A SCORE OF 6

1 RE-ROLL PER GAME - MAY GET HIM OUT OF A STICKY SITUATION !.

THAK - MAN APE
FIGHT MOVE SHOOT STRENGTH WILL AGILITY
2D6           7        N/A            3            2D6         6

THICK HIDE - SAVE ON A SCORE OF 6  
 
SORCERY :
A SORCEROR MAY ATTACK AN ENEMY DIRECTLY USING WILL IN AN OPPOSED DICE ROLL. IF HE OR SHE WINS THE LOSER MUST TAKE A WOUND WITHOUT AN ARMOUR SAVE.
WILL HAS A RANGE OF 12 AND MUST HAVE CLEAR LINE OF SIGHT.

A SORCEROR MAY ATTACK AN ENEMY INDIRECTLY BY SUMMONING A MONSTER OR AN ELEMENTAL DEMON TO ATTACK THE SORCERORS ENEMIES.

HE OR SHE MUST ROLL WILL OR MAGIC DICE SEVERAL TIMES TO ADD UP TO A SCENARIO DESIGNATED SCORE TO SUCCEED.