STEAMPUNKT SIMPLE RULES
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1 STEAMPUNKT SIMPLE RULES Edwardian and Victorian age of mystery and invention. 25/28mm figures on 1 diameter bases Mounted on 2 x1 bases Terrain Board usually 6 x 4 for D24 Machines and Creatures and Artillery need not be on bases Alternative TURNS if 4 or 5 players dice for it, highest goes first then next highest. REPEAT EVERY TURN The Highest picks from which edge he/she wants to start from, next highest picks from which edge etc...on some occasions 1or2 players will throw 1xD24 dice to see which square they will appear in i.e (spacecraft/tunnelling machine/time Machine)They do not have to appear in that square, it is up to them. They can throw 1XD24 next turn to see if they land in a better square. Each Player has 1 Hero/Villain and 1 Sidekick plus any number of figures in a retinue Sequence : YOU CAN FIRE MOVE AND MELEE OR MELEE MOVE AND FIRE IN ONE TURN TERRAIN BOARD SPLIT INTO 30CMx30CM SQUARES Each player places 1 piece of scenery Highest score goes first repeat till all scenery placed. MOVEMENT Run/ Gallop for up to 3 turns maximum then 3 turns Walk/Trot,2 turns run/gallop 2turns walk/trot etc unless in RETREAT which is run/gallop off battlefield You do not have to move the full distance scored on your dice throw Type ( a 1 on the dice equals 2.5cm) WALK RUN All Foot/Natives/Aliens/Monster /Gliderman on foot throw 2xD4 throw 3xD4 All Robots/Zombies/Mummies throw 2xD All Sidekicks/Assasins /Heros/Villains /Amazons throw 1xD4&1xD6 throw2xd4&1xd6 All Special Abilities on foot(vampires//super strength) throw 1xD4 1xD6 throw 2xD4 1xD6 EXAMPLE You throw 1 and 3 on 2XD4 dice so your figure will move 4 (10cm) TROT GALLOP All Cavalry /Mules/Camels/ Small Dinosaurs /Creatures throw 2xD8 throw 3x D8 All Glidermen,Small /Large Creatures in the air (bats) throw 2x
2 All Hounds/Wolves/Large Creatures/Large Dinosaurs throw 2xD6 throw 3x D6 All Light Artillery pulled by Horse/Oxen(2) throw 2xD All Medium Artillery pulled by Horse /Oxen (2) throw 2xD All Heavy Artillery pulled by Horse/Oxen (4) throw 2xD All guns pull/pushed by foot (minimum 2 figures to move) throw 1xD All Light Machines 4 wheeled/leggedpull/pushed (minimum 2 figures ) throw 1xD All Medium/Heavy Machines pull/pushed (min 4 figures) throw 1xD All foot in Buildings throw 1xD All Light /Medium Artillery pulled by 1Horse Oxen throw 1xD All Heavy Artillery pulled by 2 Horse/Oxen (Minimum to move) throw 1xD All Light Machines (steam bikes electric balloons bikes) throw 2xD All Medium Machines (land walkers/steam tanks) throw 1xD4!xD All Heavy Machines ( steam tanks/tunnelling machines/subs boats) throw 2xD RETREAT All Troops at the Run/Gallop if cannot then at the WALK/TROT throw 4x D? relevant die All Sidekicks/Heros/Villains/Assasins/Amazons/Special Abilities retreat 2xD4 and 2xD6 No additions along ROADS You may throw the dice once for all your Troops if they are within 1 of each other and of the same movement rate. It takes 1 full move to mount/dismount, unlimber/limber, enter/exit enclosed machine Up to 10 figures are allowed in a building/big machines an enemy needs to kill 1 figure in base to base with the building/big machines door before he can enter. He can enter a building if there are fewer than 10 enemy figures in the building.. NO DEDUCTION FOR MOVING ACROSS SOFT/HARD COVER 4 wheeled/legged Medium/Heavy Machines are restricted to open track areas,dirt roads and tarmac.unless Landwalker. They will come to a standstill if contact is made with hard cover /melee as there is no reverse. They need to be pushed backwards to move again either by their crew or friendly figures. Air Machines and 2 legged/wheeled machines can turn on the spot if contact is made with hard cover/melee. 4 wheeled and 4 legged machines have a turning circle of a diameter of 5 (use an old dvd disc or cd disc. All Glidermen /Large Creatures landing or taking off need 6 of clear space. FIRING Attacker picks target LINE OF SIGHT ONLY 45 degrees either side of figures/art gun frontage 360 degrees if revolving turret 22 ½ of weapon etc if foot figures in base to base Throw 1xD6 die per figure/artillery figure. Throw 2xD6 die per artillery figure if firing Machine Gun Throw 2xD6 die per Military figure if figures are in base to base (min 2 figures i.e volley)
3 A HIT occurs on a score of 4 or more in the open A HIT occurs on a score of 5 or more if target is in or behind soft cover A HIT occurs on a score of 6 if target is in or behind hard cover You can only fire Pistol/Revolver/Carbine/Darts/Bombs/Grenades /Javelin when mounted When a HIT occurs opponent throws 1xD? appropriate die to save D6 for Each Foot figure i.e Military,Natives Brigand,Rebels,Deep Sea Divers, Aqautics Figure,other Foot/Mule/Camels/Hounds/Wolves and Small Creatures/Small Dinosaurs. D8 for Each Cavalry,Zombie,Mummies,Glidermen and Assassins D10 for Each Robots,Monsters/Amazons. D12 for Each Aliens,Large Dinosaurs, Large Creatures. D16 for Each Sidekick/Femme Fatale, Special Ablities. D20 for Each Hero and Villain. A score of 5 or more is needed to save If you do not save, the figure is killed. A score of 4 or more if figure has shield and is fired at with bow,darts,javelin,blow pipes,knife Light Armoured Machines/Artillery guns/robotic/gliders/blimps/cars,carriages,wagons,balloons Time Machines throw 1xD10 to save.a score of 5 or more to save if not saved the Light Machine is classed as destroyed. Any figures on or inside the machine throw 1xD? appropriate dice to save A score of 5 is needed Medium Armoured Machines/Artillery guns /Steam tanks/armoured boats/landwalkers/alien Spacecraft Throw 1xD20 to save A score o 5 or more to save if not saved the Medium Machine is classed as destroyed. Any figures on or inside the machine throw 1xD? appropriate dice to save A score of 5 is needed Heavy Armoured Machines/Artillery guns/tunnelling Machines/Armoured submarines/steam Tanks. Throw 1xD30 to save A score of 5 or more to save if not saved the Heavy Armoured Machine is classed as destroyed. Any figures on or inside the machine throw 1xD? appropriate dice to save A score of 5 is needed Machine Guns cannot destroy Soft/Hard Cover, Light/Medium/Heavy Machines, if figures are protected inside them Firing at SOFT /HARD COVER Only Bombs / Dynamite/Grenades/Artillery /Alien guns can fire at Soft/Hard Cover A HIT occurs on a score of 5 or more 1 point is deducted off target if firer is Light Artillery 3 points is deducted off target if firer is Medium Artillery 5 points is deducted off target if firer is Heavy Artillery/Bombs /Alien /Dynamite/Grenades Firing at Soft Cover Each 2 of cover is worth 5 points
4 Firing at Hard Cover Each 2 of cover is worth 10 points All Hard Cover (stone Structures walls doors) you would try and breach Walls Fences houses etc when the points are reached a 2 gap appears Bridges would have a section destroyed and you could not cross it after 10 points were reached.. SOFT COVER Light Jungle,Light Woods,Streams,Fences,Low Walls,,Wooden Barrels and Boxes but does not include Artillerymen behind guns. HARD COVER Stone Buildings and Concrete Structures,Bridges, Girders, Emplacements,Dense Woods,Dense Jungle,Rivers.Earthworks. RANGES Bombs/Javelins/Darts/Grenade/Dynamite/Knife/Pistol/Blow Pipes/Steam Pipes up to 6 Shotguns/Harpoons/Musket/Revolver up to 12 Bow/Crossbow /Repeater/Carbine up to 18 Rifle /Machine Gun/Alien gun /Light Artillery up to 24 Medium Artillery up to 36 Heavy Artillery up to 48 Add another 6 to all artillery if breach loaded Can fire into Melee so long as none of your figures are involved. To determine who is hit in a Melee, each figure throws 1xD6, the lowest score is the target. Each Light Artillery/Machine Gun has 2 figures Each Medium artillery gun has 3 figures Each Heavy Artillery Gun has 4 figures. If 1 Machine Gun/Artillery Gun figure is killed you cannot replace him with any other figures. A Artillery Gun must have a least 1 artillery man if not the Artillery Gun cannot fire. Only Artillerymen can fire captured Artillery Guns/Machine Guns. In or Behind Soft/Hard Cover you can only fire if you can see figure. Firing at HEROS VILLAINS SIDEKICKS If they are in base to base contact with other friendly figures these figures must be killed first If they are not in base to base with any other figure. Minimum Figures inside Machine is 1 (to control the machine) Maximum Figures in or on Machines is Base Area of Figure (1 x1 )to Base Area of Machine MELEE Base to base contact A figure can turn to face opponent without penalty if attacked in flank or rear so long as he is not in melee with another figure to his front.he can be attacked by up to 4 figures so long as they are in base to base contact with him. A figure can only attack in melee in their own turn sequence(an opponent defends in your attack turn sequence). An attacking figure can only throw once in melee. A figure can only use 1 weapon in an attack he may use his fists if he has no weapon. Must be in Base to Base contact ( the only exception is when a i.e low wall is in between figures ie soft cover/hard cover)
5 The defender if not killed can continue in melee and become the attacker in his turn, or can move away unless surrounded by 4 figures. If any Machine hits another Machine or figure this is classed as a melee, only D10, D12, D16, D20, D30 figures etc can melee back with a Machine. D6 D8 figure etc must try and move away unless figures etc are on top of a machine or are visible to melee with. If any Machine is destroyed in melee then all figures inside throw 1xD? to save. A score of 5 PROCEDURE Each Attacking figure in melee throws 1xD? appropriate dice. Throw 1xD6 if using Fists/Claws/Teeth.Rifle/Musket Butt any animal/light Machine Throw 1xD8 if using Sword/Bayonet/Knives/Rapier /Medium Machine Throw 1xD10 if using Sword and Shield /Spear/Lance/Heavy Machine A HIT occurs on a score of 3 or more if figure is attacked in flank or rear A HIT occurs on a score of 4 or more if figure is in the open A HIT occurs on a score of 5 or more if figure is behind soft cover A HIT occurs on a score of 6 or more if figure is behind hard cover Each Defender throws 1xD? appropriate dice A score of 5 or more to save, if not he/she/it is killed D6 for Each Foot figure i.e Military,Natives, Brigand,Rebels,Deep Sea Divers, Aqautics Figure,other Foot, Horse/Mule/Camels/Hounds and Small Creatures/Small Dinosaurs. D8 for Each Cavalry,Zombie,Mummies,Glidermen and Assassins D10 for Each Robots,/Monsters./Amazons/ Light Machine D12 for Each Aliens,Large Dinosaurs, Large Creatures. D16 for Each Sidekick/Femme Fatale, Special Ablities. D20 for Each Hero and Villain. Medium Machine D30 for Each Heavy Machine MORALE If the Hero/Villain is killed the Sidekick/Femme Fatale takes over. If he/she/it is killed then troops have to take a MORALE TEST. When you have less than 250 points you take a MORALE TEST. Each time 1 figure or more is killed when you have less than 250 points you take a MORALE TEST Even if your total Points is slightly less than 500 points, the start figure for deduction is always 600. MORALE TEST Throw 1xD12 and minus to the score if applicable. -2 Hero/Villain killed -2 Sidekick/Femme Fatale killed -2 Hero/Villain troops below 250 points A score of 4 or more carry on as normal, if not retreat towards start edge A Morale Test can be taken again after 3 moves of retreat. Each figure has a total which you have calculated off the Points Allocation table So you would deduct he/she/it s total off 500 each time they were killed same for machines etc
6 SPECIAL ABILITIES Special Abilities start out as D6 then 1 turn to change into Special Abilities D16 and visa versa When changing into another being i.e Vampire to small creature(bat) and visa versa, this only occurs at the beginning of a (your) turn. Special Abilities enter the Terrain Board in Normal Form and can change instantly next turn. There is no deduction for movement when changing from one form to another.the figure can only move in one of its forms i.e Vampire at the beginning of its turn changes into a bat and then can move Next turn the bat can change into a Vampire and move on foot The same with werewolves etc. Special Abilities if fired at or in melee, do so at D6 if caught in normal form. i.e Vampire is in bat form and is attacked in melee so melee s as small creature which is D6. Human to Invisible Man (if in invisible form cannot be fired at, always keep a note where Invisible Man is just in case another figure bumps into him and decides to melee) Bat (small creature) to Vampire Dr Henry Jekyll (human) to Mr Hyde (Monster) With Special Abilities Vampires,Zombies if they kill an opponent, that opponent will become a Vampire Zombie in Vampires/Zombies next turn. Time Machines You Must State whether you are in the Past Present or Future before you throw the 1xD24 When you have thrown 1xD24 and arrive in the square you want to then you have 3 extra turns from that dice throw before the next players turn if in the Future The arrival in the present is just 1 turn. If in the Past you must tell the other players before their moves at the start of the game so that you can go first in the game WHAT WEAPONS CAN DESTROY Light/Medium/Heavy Artillery can destroy everything Bombs/Grenades/Dynamite/fire balls/lightning Bolts can destroy everything Steam pipes /Steam Guns can destroy everything Alien Guns can destroy everything Amazons firing Bows can destroy everything Machine Guns can destroy everything except Medium/Heavy Artillery and Machines Harpoons can destroy everything except Medium/Heavy Artillery and Machines Darts,Blow Pipes, Javelin.Pistol,Knife, Revolver,Shotguns,Musket,Bow,Crossbow,Repeater,Carbine, Rifle can destroy other figures and any figures on Machines
7 TO ALLOT POINTS ONY ALLOWED 1 FIRING WEAPON AND 1 MELEE MELEE WEAPON PER FIGURE MACHINES CAN ONLY HAVE 1 WEAPON You must not exceed 500 points Points per Figures All Military/Natives /Brigands/Rebels/Deep Sea Divers and Aquatics,other Foot 3 If Mounted Horse/Mule /Camel/Hound /Small Creatures/Small Dinosaurs 3 Zombies/Mummies / Glidermen/Assassins 4 Robots/Monsters/Amazons 5 Aliens/Large Creatures Large Dinosaurs 6 Sidekick/Famme Fatale 8 Speacial Abilites 8 Hero and Villain 10 (Aliens,Monsters,Zombies,Mummies do not mix well with others) Heavy Armoured Machine 30 (Weapon not included) Mechanical Drill (no weapon) Medium Armoured Machine 20 (Weapon not included) i.e Alien Spacecraft Light Armoured Machine 10 (Weapon not included) i.e Time Machine FIRING WEAPON Darts,Blow Pipes, Javelin.Pistol,Steam Pipes,Knife 4 Revolver,Shotguns,Harpoons,Musket 6 Bow,Crossbow,Repeater,Carbine 8 Rifle,Machine Gun Alien Gun Light Artillery 10 Medium Artillery 12 Heavy Artillery Bombs Grenade Dynamite Fire balls Lightning Bolts 14 ADD a further 4 points per Artillery gun if Breach Loaded All Light Artillery and Light Artillery in Machines must start the game with 2 artillerymen All Medium Artillery and Medium Artillery in Machines must start the game with 3 artillery men All Heavy Artillery and Heavy Artillery in Machines must start the game with 4 artillery men MELEE WEAPON Shield 2 Sword,Bayonet,Knife,Rapier 4 Spear, Lance 6 You can have a Knife for Firing and a Knife for Melee so it would cost your figure 8 points
8
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