QuikWars done Quik-er
Posted: Tue Jun 16, 2009 8:37 pm
These are some modifications to the QuikWars rules I made up one day. I hope you all enjoy them.
Movement Phase Modification: Make a rough guess about how far a vehicle can move. Don't ever bother making a precise measurement, as this wastes precious time and is somewhat tedious.
Attack Phase Modification: Each unit attacking another unit rolls 1d6 for damage. If the attack was caused by a Heroic Feat, is being made by a seige weapon, or is otherwise justifiably more powerful than a normal attack, then you can roll more dice. Any disputes about the number of dice can be settled with a What I Say Goes Roll.
Each unit being attacked by another unit rolls 1d6 for each piece of armor that it is wearing (besides armor painted on the body), then adds 4 to its roll to get its Defense. Buildings and vehicles are entitled to 2d6+4 points of Armor, or more if they are particularly heavily armored.
With these rules, each turn should take 10 minutes at the most for small skirmishes. The rules have not been tested with larger armies (yet...)
Movement Phase Modification: Make a rough guess about how far a vehicle can move. Don't ever bother making a precise measurement, as this wastes precious time and is somewhat tedious.
Attack Phase Modification: Each unit attacking another unit rolls 1d6 for damage. If the attack was caused by a Heroic Feat, is being made by a seige weapon, or is otherwise justifiably more powerful than a normal attack, then you can roll more dice. Any disputes about the number of dice can be settled with a What I Say Goes Roll.
Each unit being attacked by another unit rolls 1d6 for each piece of armor that it is wearing (besides armor painted on the body), then adds 4 to its roll to get its Defense. Buildings and vehicles are entitled to 2d6+4 points of Armor, or more if they are particularly heavily armored.
With these rules, each turn should take 10 minutes at the most for small skirmishes. The rules have not been tested with larger armies (yet...)
