Monday, May 9, 2011

Lone shako, solo rules for Song of Drums and Shakos, part 1

For a while I'm trying to make solo rules for Sergio Laliscia Song of Drums and Shakos rule-set, where enemy behavior will be programed. Finally , after heavy playtesting, I am partially satisfied with rules, so I will post them here, in several posts.

Order for activation
All quality values mentioned are after modification. If there are 2 or more identical models, randomly decide who should be activated first.
1. Q2 models that are unable to use or benefit from Leaders special rule in any way
2. Models that are Q2 because being within Leaders command zone, that will not perform group actions
3. Leaders that will order group action (in Q order) and group actions
4. Q3 models that are unable to use or benefit from Leaders special rule in any way
5. Models that are Q3 because being within Leaders command zone, that will not perform group actions
6. All other models within Leaders command zone
7. Other commanding models.
8. Models that entered Leaders command zone once all Leaders moved.
9. All other models

Activation procedure
Activation procedure uses modified solo engine developed for Song of Blades and Heroes by Dogui. Please read his rules before continuing with Lone Shako.
Roll 3 d6 of different colors and D4. Order for colors is green, white and red.
1. Last model to be activated will always use all 3 dices.
2. Q2 models will use green and white dices on D4 roll of 1 or 2 and all 3 dices on D4 roll of 3 or 4.
3. Q3 models will use just green die on D4 roll of 1, green and white on D4 roll of 2 or 3 and all 3 dices on D4 roll of 4
4. Q4 models will use just green die on D4 roll of 1 or 2, green and white on D4 roll of 3 and all 3 dices on D4 roll of 4.
Models with Marksmen special rule use one step higher than other models (therefore Q2 marksman will always use all 3 dices, Q3 Marksman will use dices as normal Q2 model, etc.)

Rolling on behavior tables
• Roll 3 dices for each model. Successful are all the dices that show number of pips lower or equal to the models modified combat value. 1 is always a success, 6 is always a failure.
• Add 1 to combat score of all mounted models. Also, add 1 to combat score of any model that has at least two other unengaged friendly models within one short. Reduce by 1 combat score of all commanding models (2 for standard bearers). These bonuses count only for purpose of rolling on behavior tables.
• Models with Strong and Fear special rules are considered to be Melee troops. When rolling for passing combat dices, modify basic combat value of the model by +1 if model has either both rules mentioned or one of these rules and lance or pike/halberd. Models with Poor shot special rule, mounted models with lance and infantry models with pike/halberd will also roll on Melee table.
• Infantry troops with Light (except troops with both Light and Strong or Fear special rule), Marksman and Weak special rules will roll on Light infantry table. When rolling for passing combat dices, modify basic combat value of each model with Marksman special rule by +1. Models left without ammunition will roll on line infantry table instead. Models armed with rifles and without Marksman special rules are considered riflemen. Models armed with rifles that have Marksman special rule are considered to be marksmen.
• All other troops roll on Line table.

Using behavior tables
Model will use the row of the table corresponding with the number of successes received with C dices. Column used is determined by the number of successes remaining. For each used success move one field to the right.
For example, rifleman gets 3 Q and 2 C successes. In Light infantry table this corresponds with Aim shot action. This action takes two successes, so after shooting rifleman is left with 1Q remaining. Therefore, according to the 1Q/2C field, model will move to cover.
Another example: fallen British grenadier is no longer in close combat. This model also gets 3 Q and 2 C successes. He will use one success to stand up, having 2 Q successes remaining. According to Melee table, 2Q/2C corresponds with Charge action. Grenadier moves 1 medium towards closest enemy model, but let say he does not reach it. He has only 1Q success left and he will use it to shoot, according to 1Q/2C Melee table.
In case Grenadier would connected after his move, ha would use his last activation to attack enemy as described in Behavior models chapter.

Special behavior models

  • Fallen models will use first success to stand up, and then will act according the appropriate table.
  • Models in hand to hand combat will continue fight, using power attack when possible. If there is enemy commanding figure in the combat, model will attack it first. If not, models will attack enemy with lowest modified combat value. If there are two or more such models in combat, attack the one with higher points cost.
  • Commanding models (Officers, NCOs and Flag bearers)

Commanding models that find themselves in base to base contact with one or group of friendly models will not roll C dices, but move with the group. They will always try to stay in base to base contact with the majority of the group, and will move only if the majority of the group moves. If the majority of the group is stationary, commanding model will not move but will use its successes to perform other available actions, such as issuing group orders, shooting if there is available target, reloading unloaded weapon or just doing nothing. If commanding model becomes a possible target to enemy shooters (finds itself in the front row of the group) it will use one success to reposition itself behind other friendly model. Commanding model will leave the group only if it can use its successes to reach base to base contact with another, not yet activated friendly group.

Commanding models will always move in such a way to insure that the most models benefit from their Leader ability, but while doing so they will never position themselves in such a way to become target for enemy shooters.

If officer finds himself in position to issue group order, he will do so. If he is further away than 1 long from the group and he has 2 or 3 successes available, he will use one or two spare successes to enter commanding radius. If he has some successes left after issuing group order, officer will use them to try to get in base to base contact and then move with the group.

When group order is issued, roll just one set of C dices for the group, but then apply the result separately for each model in the group, starting from model with highest Q value. In case of tie, first resolve models with higher C value. As the result of this, the group can split.

Only if groups consist of at least 3 models, if all models have loaded weapons and if there is an available target, officer will order volley fire. Add +1 to this number for each marksman in the group (therefore officer needs 4 models in the group to order volley fire if one of them has Marksman special rule, 5 if there are two such models, etc.)

  • Skirmishing groups: 2 or more identical NPC models (for example 2 rifles or 3 line voltigeurs) that start turn closer than 1 small from each other and in LOS are considered to be skirmishing group. Q and C dices should be rolled for a group as a whole, not for the individual models. Each model will then act according to the situation on the table. This can break skirmishing groups.

For example, group of 3riflemen are located 1 long from French voltigeur and 1 medium from some close combatants. Riflemen activate and get 2 Q and 2 C successes. First rifleman fires aimed shoot at voltigeur, wounding him. Remaining 2 rifles have no one to shoot at, and therefore they will join combat. They will end the turn further away than 1 short from rifleman who fired, and 3 models no longer create skirmishing group.

If turnover is rolled when rolling Q dices for the group, one model in the group should be selected as carrier of the turnover. This is the only model that will use action coming from possible lone rolled success.

If the officer joins skirmishing group with no additional models in base to base contact, the only group order he will issue will be volley fire when possible. In all other cases skirmishing group will act on their own, while officer will just move with the group.

If the skirmishing group is joined by a different model, forming bigger group within officer’s command radius, officer will issue group orders as normal.

These rules are applicable only for NPC models!

  • Musicians – to be defined! We do not recommend using them in NPC warbands at the moment.

In next post: Behavior tables.

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