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Savage Planet Urth

Savage Planet Urth

Ratings: (0)|Views: 23|Likes:
Published by franzyland
An exciting post apocalyptical miniatures game that grows and evolves the more times you play.
An exciting post apocalyptical miniatures game that grows and evolves the more times you play.

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Published by: franzyland on Apr 22, 2011
Copyright:Attribution Non-commercial


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A SKIRMISH LEVEL MINIATURES GAMEWelcome to Urth, a post apocalyptical themed miniatures game. Urth is a very different place from the planet we know today. Small groups of fighters band together to eek out an existence where survival is thename of the game. This game is designed to be played on a coffee table with lots of simple styled terrain.The purpose of this game is to have a small band of fighters, making their way in a harsh environment, thatevolves over the course of several battles. A typical raiding party starts with 5 fighters and can grow aslarge as 10. Terrain and cover play a large role in this game as some fighters cannot easily defendthemselves without It. The objective of each raiding party is to fight small skirmish battles and gather equipment and supplies that will make your team stronger over time. Unlike other miniatures games, thisone is designed to be played over the course of several battles. After each battle, players must attend to thewounded, search for gear, and collect the spoils of war. Each fighter starts off simply with only the most basic of weapons and skills, gains better arms and equipment, and maybe a few battle wounds, from each battle. To start the game, each player starts with 5 basic fighters. Each beginning fighter comes with the bare minimal equipment and skills. You can customize what kind of fighters they will be by allocatingdifferent actions in their action slots. Each fighter starts with three action slots and can gain one extra. Wewill go into this in a little more detail later. Beginning fighters also have equipment slots that they canequip weapons, armor, and items in. Fighters start with basic weapons (either ranged or melee) dependingon their class. A fighters class is determined by how you allocate different actions in their action slots.There are six different class types. In the first game you are limited in your choices by equipment. As you play each game you will be able to roll on different charts in order to gain better gear and customize your raiding party. After each game, players will roll on three different charts. All rolls for charts and combatare resolved using a twenty sided dice (D20). The Spoils of War chart, the Loot table, and finally, theInjuries table. Only the winner of each game is allowed to roll on the Spoils table. This table must be rolledon first, before the other two as the result may affect the outcome of the other charts. The next chart is theLoot table. Every fighter on each side that is left standing at the end of each battle is eligible to roll on theLoot table. The Loot table is where you will be able to find all of the good stuff to equip your fighters toimprove their performance. Fighters are allowed to trade items from the Loot table with other members of their raiding party if they are not able to use them due to class restrictions. It is possible to have moreequipment than your party can carry. If you have more gear than you have slots to hold them, then youmust discard left over items. Beginning equipment will be readily discarded due to low value, but decisionswill get harder as the game progresses. Lastly, fighters that are wounded and removed from the battlefieldmust roll on the Injuries chart. Results from the Injuries chart are usually detrimental to your fightingcapabilities. If your fighter is unlucky and removed permanently, all of their equipment is lost with them.You cannot remove equipment from injured fighters and give it to other team mates. Items can only betraded before they are equipped. If you loose a fighter permanently, you will most likely be able toimmediately recruit a replacement with basic gear, as each team must have the same amount of fighters for each game. If the winner of a battle gains a fighter and increases their team number to 6 fighters, then thelooser gains as many new recruits as necessary to equal that number. Let¶s take a look at how to build a basic fighter and how their stats work.
 All fighters are made up of three different components. Physical statistics, action slots, and equipmentslots.Physical statistics: statistics make up a fighters natural abilities to fight. Fighters have five (and technicallysix) statistics that they use to interact with the world around them.Attack: Use this statistic to attack other opponents. In order to attack an opponent you must have the rightaction and weapon to deal damage to your target. If you are in physical contact with an enemy, you musthave a melee action and a melee weapon equipped. The starting strength of any attack is D20. As you gain better equipment, you can modify this number by adding to the result and increasing the power of theattack. The result of a twenty sided dice roll attack must beat the defense of the opponent. The maximumthat you can increase this skill by is +5.Defense: The defense of each fighter is the sum of their ability to defend themselves by deflecting blows,dodging out of the way, equipped armor, and just plain luck. The starting defensive rating for each fighter is 10. Against an attack roll of D20, this gives each fighter a 50/50 chance of evading a blow. You canincrease your defense rating with equipment and armor. The maximum bonus that you can increase thisskill by is +5 or a defensive rating of 15.Wounds: A wound is the amount of times that a fighter can absorb damage from attacks before they aretaken out of the game. Most fighters only have one wound. Certain armor and equipment will allow you tohave more than one wound. You may have a maximum of 3 wounds on any one fighter.Damage: Damage is determined by what kind of weapon you are equipped with. The basic damage of mostweapons is 1. Since all fighters start with only 1 wound, this will usually do the job. Whenever a fighter makes a successful attack roll against another fighter, check their weapons basic damage and add anymodifiers and subtract the total from the targets wounds. If this number is zero or less, then the target isremoved from the battlefield. The maximum amount of modified damage that any one weapon can deal is3. Most weapons in the game do not deal extra damage, but a few have a +1 bonus. This can be bumped upto +2 with certain items which would equal 3 total wounds of damage.Action and Equipment Slots: There are two types of slots the character have. Action slots, and equipmentslots. Action slots determine how many and what kind of actions that each fighter can take during his turn.Each fighter starts out with 3 action slots. You may gain an extra action in the course of the game, but youmay only get one extra on any given fighter. There are 4 main types of actions. MOVE, CLOSECOMBAT, RANGED COMBAT, and SPECIAL WEAPONS. Each action takes up one action slot with theexception of the special weapons which take up 2 slots. Each fighter must have at least one action slot filledwith a move action otherwise they would not be able to move about the battlefield. Starting characterscannot choose the special weapon option until one has been discovered in the loot table discussed later.You can arrange the other 2 slots in any combination you wish. Fighters use actions during their turnaccording to what type they have. Fighters may not save actions for later, once a fighter starts his turn, hemay use actions in any order they wish. Unused actions are lost at the end of their turn. The other type of slot that characters have are Equipment slots. Equipment slots represent different parts of a fighters bodythat can hold and wear different types of armor, weapons and equipment. Most equipment is designated for a certain type of equipment slot. All fighters have 5 equipment slots: HEAD, BODY, FEET, and 2 ARMslots. Each slot can only hold 1 piece of equipment at a time.Movement: Movement is measured in 6 inch increments. Each time a fighter uses a move action, they canmove a maximum of 6 inches for that action. If you have more than one move action, you can stack them tomove further. For example, if you use 2 move actions at once, you can move a total of 12 inches. You canalso split move actions to move, attack, and then move again. In this instance, if you moved less than your maximum of 6 inches in your first action, the remaining inches do NOT carry over to the next move action.For example, if you move 3inches to get a better shot on an enemy, use a range attack to shoot, The nextmove action you do will only be a maximum of 6 inches, even though you have 3 inches left over from the
 last action. Those inches are lost. Using move actions, your fighter can gain up to a maximum of 18 totalinches in movement per turn, or 3 move action slots.Range: Range is line of sight, distance is unlimited. You can shoot at any unit not in cover. In this game,there is no maximum or minimum range when shooting at opponents. Since the area of the battlefield islimited, ranged weapons are considered to have unlimited range. While range is unlimited, protection fromranged weapons is not. Cover plays a huge roll in defense against ranged weaponry. In order to make aranged attack at a target, you must have a clear shot. From the shooting model, the target must be at least20% unobstructed in order to have a clear shot. A model may be in cover from one angle and not in cover from another. Fighters that are in cover cannot be shot at nor can they shoot at units they are taking cover from. If a model is shooting from a window for example, the target he is shooting at will be able to shoot back because he will be considered out of cover. For this kind of fighting it is a good idea to have 2 moveactions and 1 shooting action so that you can move out of cover, shoot, and then move back into cover  before the next turn. Hiding behind enemy fighters is also considered to be in cover. If a target is obscured by a friendly model by at least 20%, then the shot is considered too dangerous to attempt.
Arms and Equipment
Action Slots: As discussed earlier, there are 4 types of actions. The move action corresponds with the feetslot in your equipment slot. The ranged and close combat slots correspond to the 2 arm slots. If you havechosen a ranged action, you must have at least one ranged weapon equipped in an arm slot. The same goesfor close combat actions. If you choose more than one ranged action you can use one equipped rangedweapon twice or use two different ranged weapons from either arm slot. This is also true for close combat.If you choose one ranged action and one close combat action, you must have each type of weapon equippedto perform the corresponding attack. Special weapons take up 2 action slots and 2 arm slots as well. That is because they are heavy, bulky weapons that are cumbersome to use. The advantage is that they aredevastatingly effective and rare.Equipment slots: Equipment slot represent parts of the body that you can hold and carry weapons, armor,and other beneficial items. All equipment has a designated slot location. Helmets and hat are consideredhead slot items. Armor, clothing, and items worn on a fighter¶s back are considered body slot items.Movement enhancing items such as shoes will go in the feet slot. Most weapons are designated for armslots, but there are other items you can carry. If you are using only one weapon to fight with and you havean open arm slot, you can carry unused items and weapons around with you in that extra slot so as not tothrow it away. There are other items gained later in the game that allow you to carry extra items as well.
Ranged Combat: To make a ranged attack, choose a fighter with a ranged combat action and choose whichranged weapon they will be attacking with. Select an eligible target. Roll a D20 and add any bonusmodifiers to the result. If the total is greater than the targets combined defense, then you have hit the target.Subtract the weapons damage from the targets wounds. If the total is zero or less, remove the target from play. If you have more than one ranged action, you may shoot again. You can either shoot again at a targetthat you missed or select another eligible target. If you have dealt more damage to a target than isnecessary, the remaining damage cannot be carried over to another ranged action. If you come into base to base contact with any enemy opponents, you may not make any ranged attacks at all. For example, if youhave 1 ranged and 1 close combat action and you are in close combat with an enemy fighter, you can makea close combat attack. You will loose your ranged attack because it requires too much concentration. Also,if you are in base contact with an enemy and you have no close combat actions, you cannot attack until youmove away from that fighter.Close Combat: When you move a fighter into base to base contact with an enemy, you can use a closecombat action to attack them. Select which weapon you will use to attack and resolve the attack just likethe ranged attacks discussed earlier. If you have multiple close combat actions, resolve them one at a time.You may attack 2 different enemies with 2 different weapons if you have the actions and weapons to do soand they are both in base contact with you. Your major disadvantage is that you must stay in cover from

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