mark hayward
United States
Virginia
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I made my own dice mod for Runewars to get rid of the shuffling of those little cards and downtime and plus we also missed rolling dice
.This mod changes the mechanics of combat in a sense but does still keep the same possible outcomes of a battle and it gives that little bit of a "Warhammer" feel to it. I did not use any "hardcore" math equations to figure this out. I just basically looked at the fate cards and tallied up the amount of damage vs. rout vs. special ability vs. miss. I also added a little rule to increase your chances of rolling what you need to when in a battle, but you must spend influence tokens to do this and I have found this to fit in very, very nice 
First off I made my own custom D6's for this mod with some stickers I printed off of the PC. On these stickers I made one with a 1 damage, 2 damage, 3 damage, 1 rout, 2 rout and than one with a special ability, totaling up to six, one for each side of the D6. Secondly I made another D6 with one rectangle,circle,hexagon and triangle sticker the other two sides of the D6 I made "miss" stickers. So now you have one D6 for rolling to hit/miss and one D6 for rolling possible damage/special/route.
So this is how it works, On a players turn when in combat instead of drawing fate cards equal to the amount of units they have attacking they roll the hit/miss D6 for each attacking unit (the D6 with the base symbols on them). Any rolled symbols that match the opposing players units bases is a hit, any "miss" symbols rolled are a miss. Now this is where it gets a little interesting, if a symbol is rolled that does not match any of the opposing players units bases the attacking player has the option of spending one influence per non matching D6 to re-roll. this may only be done once per each battle round. Once all hits and misses have been allocated the attacking player rolls the "damage" D6 for each hit they rolled and follow the usual rules for damage,rout and special abilities.
The defending player uses all the rules as described above and all other of the original Runewars rules apply also except of course any rules that refer to fate cards in a battle. So that's pretty much a basic summary of my dice mod for this game. This mod adds a little more depth and strategy to the game as far as influence tokens go and gives you more control during battles with your units
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Emile de Maat
Netherlands Hengelo Overijssel
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Moved Thread
Moved this thread from the General Gaming forum to the Runewars Variants forum.
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