Skirmish wargame rules – Basic rules, january 2011 – This is an update and adaptation of the basic « Argad !
» ruleset (first published in 1996 as a bilingual French-Breton booklet). These rules are not intended for any commercial use and we apologize for the poor english translation. As for any wargame rules, newcomers should not try to understand everything at first lecture: stage and play a small game, phase after phase, and everything will become easy. The rules will continue to be updated and expanded, developments will be accessible on our official website http://www.argad-bzh.fr/argad/ Comments, suggestions and ideas are welcome on our forum « An argader » : http://argad.forumculture.net/ (an English-language section could be added to our forum if need arises)
Conditions: These game rules are the property of their author and editor. Wargame players and groups of players may freely use these rules. Free distribution and reproduction is authorized but the name « Argad ! » and these conditions must be clearly mentioned. Any commercial use is strictly forbidden. Players may write and distribute their own non-official extensions, modifications, scenarios for these rules, or translation in any language, clearly mentioning "non-official « Argad ! » rules extension/modification/scenario/translation" and these conditions, and with no commercial use. This does not impair the rights of the author and editor of the official « Argad ! » rules to continue to develop and update the rules and to officially include any extensions or modifications in the rules. The rules remains the property of their author and editor.
© 1996, 2011 Patrice Méallier
bark armour. V. An umpire may move non-player characters (villagers. etc) to add flavour to the game. Some weapons may add +1 or –1 to the die rolls (depending on the tactical situation). but not all mounted are "cavalry"). T-shirt – clothing 2: civilian clothes. for more accuracy but it is not compulsory in the basic rules. inoffensive animals – class 2: villagers. Classes – class 1: characters normally unable to fight. a two-handed axe. 2
. a bayonet on a musket. commandos Clothing/armour – clothing 1: nude. almost nothing. Each miniature represents a single character. breastplate – armour 5: complete chainmail or complete metal armour
Late medieval knights can be classified as class 5. leather baldrics on thick clothes. CAVALRY Characters are classified according to their "class" and "clothing/armour". when this phase is over they play simultaneously the shooting phase.
Exemples : a two-handed sword. draft troops – class 3: trained warriors. welltrained auxiliaries
Weapons of casualties cannot be used again. etc. or "general"). GAME PHASES Each game turn is divided in three different phases. wolves. MINIATURES AND BASES These rules are devised for 25 mm/28 mm miniatures fixed on round or square bases : Footmen: ø 2 cm or 2 x 2 cm +H footmen: ø 2. but class 4 without it. CLASS. pirates in shirt and leather baldric – clothing/armour 3: very light armour which may at least give some confidence: medieval gambison. Only take into account what the miniature looks like (and/or what has been clearly agreed between players and/or written in the scenario).5 x 2. Characters well trained to fight on horseback are called "cavalry".
Shields are only taken into account in specific situations (chapter XI). The "class" is the fighting ability and training of the character. at least. Texts in red colour are rather new suggestions and additions to the rules. donkeys: 2 x 4 cm rectangle (angles of the base may be round or square)
III.5 cm or 2. and then they play simultaneously the melee phase: 1) "mouvement phase" (chapter VI) 2) "shooting phase" (chapter VII) 3) "melee phase" (chapter VIII) Players may move as many of their characters as they wish in the movement phase. militia. etc). Each player may be represented on the table by a miniature (often the army leader character. ARMOUR. regular line troops. when they wear their full metal armour. For the Middle Ages period it is simple to consider that (with some exceptions) class is often equal to armour. armour 5. camels. All players play simultaneously the movement phase. and in modern times soldiers abilities can be very different even with the same equipment and clothing. elite unit – class 5: very good fighters. thin shirt. WEAPONS Only take in consideration the weapons that appear on the miniatures (or in the scenario). Roleplay and negociations within players are encouraged. etc. young warriors with no experience. mules. and/or shield – armour 4: chainmail. II. Characters may be grouped in small troops complete with officers.
Mounted characters: 2. Weapons are also classified according to their length. IV. are "semi-long weapons". The "clothing/armour" of the character gives him/her further protection (or. Armour tends to disappear in later periods. Cavalry and mounted infantry Characters may be "mounted" on animals (horses. Characters who can ride an animal but are uneasy to fight on its back are called "mounted infantry" or "mounted footmen" (all cavalry is "mounted". a thrusting spear or a hallberd are "long weapons".5 x 5 cm rectangle
(angles of the base may be round or square) Poneys.5 cm
"+H" characters are very strong individuals
– class 4: experienced warriors. INTRODUCTION This is a very simple system of skirmish rules that can be used for any period of history or fantasy. self-confidence).I.
see chapter XIII). Ammunition quantity is not taken into account. At the beginning of the phase. or is drowned. Soldiers in close order with long muskets can fire above the shoulder of a first rank. bonus or malus). etc. I do this. shuriken. he/her cannot shoot. "And me too". such as crossing difficult terrain. Characters on foot may turn. if he refuses to fight my group won’t run after him. two dice if mounted. and shout orders. 3
Characters who were in contact with an enemy at the beginning of the game turn cannot shoot. choose the less offensive solution: the involved characters do not move. "2 paces" means the width of the miniature’s base. Enemy characters in base contact may strike each other in the melee phase.
Some weapons (bows) can shoot at a distant target above the head of friends or above small buildings.
A mounted character (including cavalrymen) may dismount. "Ah. and these people stay where they are". terrain. and if the die (or at least one of the two dice) rolls a natural 6 the character or group is blocked. not separately. tomahawk. if the die (or at least one of the two dice) rolls a natural 6 the character or group moves as such but ends in disorder. etc. Players can then change their mind: "Hmm. VII. stone. A mounted character also. they are
. The term "natural die" means the result rolled on the die (before any modifier. The result of the die (or dice) is taken from the movement (in cm). except for javelines and other hand-thrown weapons. but the result rolled on the die (or dice) is added to the movement (in cm). it will just advance a bit and stop there". dagger.
A character who turns and/or who moves only "2 paces" is not considered "moving" if other points of the rules ask for him/her not to move.
If both of them has moved. This "friendly simultaneous" system is unusual in wargames but goes very fast in practice. without any penality. and nobody. but then. (see the "movement table") All moves are simultaneous. take their movements into account to decide exactly where they meet. Musicians can be heard at 40 cm. be heard. strike. All shooting are simultaneous (there are some exceptions). if these ones want to go there. at 20 cm distance. VI. by an enemy during the movement phase may shoot in some cases (see below the rules "shoot before contact" and "shoot in contact"). Characters who come to contact. Characters moving together as a group roll this die (or these dice) for the whole group. (see the "shooting table") Some weapons can shoot only if the shooter does not move. In some other situations. draw a line from the base of the character and the base of the target). Characters may shoot in any direction if there is no obstacle. players say to each other what they intend to do: "My little group here goes there. and these guys there would go there. if there is enough room to turn or move the miniature base. or climb on his/her saddle. players must roll one "slowness die" or two "slowness dice": one die if the character or group is on foot. cannot move this turn and is in disorder (and in some cases fells on the ground. etc. A character may shoot above the shoulder of a friend close to him. (see the tables)
Enemy characters must stop moving as soon as their base are in contact. knife. MOVEMENT PHASE Each players moves as many of his/her character than he/her wishes. The maximum movement depends on class. So the players must agree on all the movements. Characters can speak. armor. in one game turn.All characters able to shoot may shoot in the shooting phase. Weapons can be thrown by hand (javeline. nor do anything else during the same game turn. or who are contacted. etc) if the character faces his/her target (at a maximum 45° angle) during half the game turn at least. SHOOTING PHASE All characters able to shoot may shoot if their players wants them to. The game is played with 6-sided dice. etc. same as above. between him/her and the target (to be sure of this. Characters close to each other (closer than 4 paces from each other) form one target as a group. players must roll one "speed die" or two "speed dice". and this man here will run away from you".
"Speed dice" and "slowness dice" In some situations. other have a malus if he/her has moved. then my troop there would rather stay where they are. and/or move "2 paces" (= the width of their base). if this friend does not shoot and is not in contact with an enemy. but if you don’t do that then I don’t do this". When players cannot agree on a situation (this does not happen often) "If you do that.
The effects of the volleys are calculated just before all other shootings of the shooting phase. furtivity. Whatever the result (killed. but can be struck by all enemies in contact with them. or to shoot at a melee including friends. This happens in the melee phase and it is treated as if striking just before the blows of the longer weapons.
– SOME SPECIAL SITUATIONS :
Shooting in contact Some weapons (those with a letter "C" on the "shooting table") may shoot at an enemy in contact. The die is rolled for each blow. may shoot a "volley" if they do not move during the game turn and are not standing on difficult terrain. Use the closest range column of the "shooting table". It is a "furtive target": –1 to the die roll.
Exceptions: the army general may order to his/her soldiers (if they are close enough to hear his/her voice) to shoot at any target he/her wants. Modifiers are added to the die. but it gives them an advantage if facing a troop firing at will. The shooter cannot strike in melee in the same game turn. Characters must shoot first at enemies menacing to contact them or shooting at them. Volley fire Regular troops in close order armed with muskets or carbines. may strike one enemy in contact. cavalrymen with pistols may come near the enemy. MELEE PHASE A character in contact with foe(s). etc. VIII. Use the short range column of the weapon on the "shooting table". any of the characters closer to the shooter have an equal chance to have been hit (toss). Volleys cannot aim at a "furtive" target. This rule prevents players to strangely stop their moves just before coming at close shooting range before attacking. except if the opponent players accepts it. Cavalry "caracole" From the 16th century onwards. Characters may shoot at opponents on the other side of a linear obstacle (open door.not separate targets.
Modern weapons which could fire twice in a game turn may only fire once in this situation. and obeying orders of an oficer or NCO. It is forbidden to shoot at foes in contact with friends. Modern weapons which may fire twice in a game turn only fire once if they aim at a furtive target. shoot. but only by shooters who have not moved. such an opponent can strike back with a hand weapon. in which cases some of these friends have a chance to be hit.
It does not mean that they shoot faster. The shooter has no penality if he/her has moved. in this case. terrain. Characters who "shoot at contact" can shoot only once during the game turn. If the total is smaller than his/her class AND his/her clothing/armour. etc) even if none of them wants to cross this obstacle. Characters can only strike once in the game turn. The die roll may be modified by armor. he/she has no harm. and who has not shooted during the game turn. Such shooting cannot aim at a "furtive target".
Shooting effect Roll a die for each projectile and look at the "shooting table" for the result. but he/her cannot strike with another weapon. window. some situations. An enemy is "killed" if the total is higher than his/her class AND his/her clothing/armour. and gallop away in the same game turn. and the total is compared to the class and to the clothing/armour of the enemy. When a group suffers casualties. If the die rolls a natural 1 the enemy has no harm 4
Furtivity A target which has appeared and disappeared during the movement phase may be shot at in the shooting phase. A character in contact with more than one foe must say clearly which one he/her strikes. or missed) it does not modify the other moves of the movement phase.
Firing before contact : "the white of their eyes" Shooters (with any weapon) who have not shot during the previous game turn and who do not move during the present game turn may shot at foes who come and contact them during the movement phase: "wait till you see the white of their eyes!" This happens in the shooting phase. A natural die roll of 1 is always a missed shot.
Consider that the shooters wait for the attackers to be close enough to shoot at them. This is treated as normal shooting in movement.
3. or very short weapon. only the higher class one succeeds to kill his/her enemy. Ground levels . two opponents should not kill each other. they are both killed (or forced to walk 2 paces back). has these two disavantadges: he strikes a defender with –1 and the defender strikes him/her with +1. cavalryman) vs footman not moving who strikes him with long spear. In any other result. Weapons length All melees are simultaneous. to set foot on the building. is killed on a total of 5 or 6. a semi-long weapon strikes "before" a short or very short weapon. etc) may shoot in contact in melee. bill. (see previous chapter) IX. or forced to walk back. except on difficult ground for the cavalryman Mounted (incl. (see the "melee table" and the different historical extensions) Shooting in contact Some weapons (cavalry javelines. bayonet on musket: –1 to the die roll Cavalryman charging: +1 to the die roll Knight charging on horse with heavy couched lance: +1 to the die roll Cavalry charge is forbidden on difficult ground. only the one who rolled the higher natural die kills the other one. even if this opponent has just killed or forced back the first character. short.
. or force this defender to walk back. He/she must kill this defender. stakes. The other one then gains +1 to the die roll 5
– some die modifiers for infantry
Footman with two-handed axe or two-handed sword: +1 to the die roll Footman striking with tool. whatever the die modifiers. short muskets.
No more that one defender may strike the climbing attacker (give him a chance!). but other characters who strike against the same opponent may kill him/her. a short weapon strikes "before" a very short weapon. pistols.
to strike him/her. by a foe who strikes "before" him/her. Any character killed. If they are of the same class.
However. submachineguns. low wall. or vs mounted infantry: +1 to the die roll. etc. bayonet on musket. hallberd. simultaneously: If two opponents striking at each other roll simultaneously the result "kill". if the total is 2. balcony. not moving vs cavalry charging the bearer: +1 to the die roll Cavalryman vs footman. etc) to attack a platform.
– other die modifiers Other tactical factors may apply depending on the weapons.
Ex : a medieval franc-archer. or force him/her to walk 2 paces back. has no time to strike (he/she does not even roll the die). A character who climbs (on a ladder. but he/she cannot strike anyone. But if two opponents of the same class roll simultaneously the result to "kill" (or force 2 paces back) the other one with an equal natural die roll. or 4 he must walk 2 paces back. All melee modifiers are added. fighting to cross an obstacle A character standing on lower ground than an enemy is disavantadged to strike this enemy: –1 to the die roll. but the length of the weapons makes a difference: a long weapon strikes "before" a semi-long. or be forced to walk back. armor 4. A character forced to walk back by a foe who strikes "before" him/her can still be struck by other enemies who were in contact with him/her at the beginning of the melee phase. open door) can only strike each other if one of them says that he/she is trying to cross this onstacle.and does not need to walk back. he/she must walk 2 paces back. Two enemy characters standing on each side of some linear obstacle (fence. Same rule when two opponents could simultaneously force the other to walk back. musket butt: –1 to the die roll Any strike against a shield wall: –1 to the die roll
– mounted and cavalry modifiers
Character on foot vs cavalryman : –1 to the die roll Bill or hallberd vs mounted and/or cavalry: +1 to the die roll Thrusting spear. class 2. A character who kills his/her opponent does not need to walk back. AFTER THE MELEE The results of the melee phase are done simultaneously at the end of this phase. window.
"Disorder" breaks the shield wall. A character in a group in "close order" or "loose order" does not need to walk back in melee if the number of enemy ranks just in front of him is not greater than the number of friendly ranks just behind him. a mounted footman’s horse costs one point less. XII. X. A character who cannot "walk back" (surrounded by enemies and/or by impassable obstacles) is killed or captured. "RULE OF THE MANY SIXes" When characters shoot at the same target (whether a lone character or a group). etc. Small shields are not otherwise taken into account. a charging cavalryman has no choice and must advance 2 paces forward.Dead characters quit the game (we don’t want to know if they are dead of wounded) and are lost with their weapons. Walk back in melee Characters who must "walk back" are moved 2 paces back. a horse costs the same cost as the cavalryman. two dice which roll a natural 6 are counted as a 6 and a 7. Any new roll of a natural 6 is then counted as a 7. modern riot police shields). XI. A character who kills an enemy or who forces an enemy to walk back may walk 2 paces forward to take his/her place if he/she wants. It cannot move on difficult ground and cannot exist on very difficult ground.
can be rolled again. add the cost of weapons. The base of his/her advancing enemy may be placed in contact with his own to remember this in the following turn. horse. but if the same enemy follows and contact him/her again in the same game turn and strikes. even if the character moves no more than 16 cm. etc. and who suffers a result to "walk back in melee". However. However. Characters and groups in "disorder" do not benefit of this rule when they shoot or strike. Late Middle Ages pavises. Surviving characters cannot take the weapons and mounts of the dead (except if the scenario says otherwise). This rule applies even if the character did not actually walk back for some reason. In that case. and shields that can be considered to be a part of armor (such as a 14th C. Technological differences could be included in the calculation (colonial wars. A shield wall can move 12 cm per turn without breaking. these two 7s are counted as a 7 and a 8. knight’s shield) are not considered in the rules. he/she could not strike him back. If only one die rolls a natural 6 in shooting or melee against one target. another natural 6 would then be counted as 8. Dark Ages. which
. etc). So four 6s would result in two 6s and two 7s. If two 8s are thus obtained. Favour large tables. it results in a 8 and a 9. etc. BUDGET The 1996 original ruleset suggested a method to calculate the army budget: each character costs a number of points equal to its class (or an average between class and armour). and lots of ground 6
A character with a longer weapon than his/her opponent. Mounted and cavalry shields. large shields of footmen make a difference (Antiquity. Footmen characters who bear such a large shield gain –1 protection from shooting if they are not moving and have no terrain protection. TERRAIN Honestly. A late medieval "pavois" gives the same protection. or strike on the same enemy. XIII. SHIELDS Shields and pavises All characters bearing a shield are considered "armor 3" if they wear a lighter "clothing". which extends to a second rank of footmen just behind them. A crossbowman bearing such a "pavois" on his back loses this protection when he turns to shoot (but another "pavesier" character may protect him). will not have advantage of weapon length in the following turn. Quit a melee A character still in contact with foe(s) at the beginning of a new game turn may go away in the movement phase. as long as possible. Footmen characters in close order forming a "shield wall" (they need special training to do that) gain the same protection. this ruleset has no much interest if you use a small table and no obstacle. it can be thrown again. we now prefer to concentrate on interesting and adventurous scenarios and not bother about equality of army budgets.
– total 6: blocked. to walk in. whether on foot or mounted. Nobles. add +1 to the die roll . Characters do not go faster on them. Isolated characters (those too far to hear the voice of a superior officer) may act alone but with some disavantadge. He/she will roll again the die next turn. "Shield wall". No character in the rank may go faster. Any character moving on "risky" terrain rolls a die. In that case you don’t really need to read this chapter (but it can help to organize and to display your army with more accuracy). Players may decide to take group formations and chain of command into account in the game.elements – hills. so if the group needs to wheel it must wait for the characters on the far wing. Risky terrain Some terrains are classified as "risky". Characters or groups who are in a difficult terrain at any moment of their move roll a "slowness die" (or two "slowness dice" if mounted). or drowned. (optional rules) If hierarchy is taken into account in the game. idle characters. – Free hierarchy: Characters may act alone or in 7
groups. (see chapter VI for explanation) A road. not doing anything else. village – that will give the players tactical choices to think about. – total 7: dead (bad fall. Roman "testudo". Characters class 1. the system of the first edition 1996 « Argad ! » rules. forests. if they have sufficient social status. or armour 4 footmen. stuck in the mud.
Exemple: the leader of a group of knights can give orders to friendly peasants of the same nation. Characters or groups in very difficult terrain at any moment of their move have their movement halved and roll a "slowness die" (or two "slowness dice" if mounted). 32 cm mounted. or straight or curved neat lines). Isolated characters (those too far to hear the voice of a superior officer) may act alone but with some disavantadge. officers. Characters at work. the nobles. but with no effect on the game. or armour 5. Some miniatures may represent nobles. heroes add –1. to do that he/she must come in contact. The blocked character will add –1 to the next die roll and the helpful character +1. officers. as each character may turn freely on its base. but not move. Characters move alone or in groups as their player wishes. and all their subordinate who can hear their voice (20 cm) act normally as their player wants. Movement in close order is 16 cm on foot. Terrain effects appear on the "terrain table". Terrain may affect view. or NCOs. artillerymen around their gun. etc: the character cannot move further during this game turn and cannot do anything else. but the peasant village chief cannot give orders to knights or to soldiers. if he/she rolls another 6 (including the die modifiers) it is then equal to 7 (see below). NCOs. shooting. officers. NCOs. but vehicles do (except in bad weather). would stand in "loose order": some kind of line or of crowd in a loose group. Close order Close order formation needs special training and some officer to give orders. he/she is in disorder. or alone). and NCOs (according to the historical or fantasy context) can give order to any groups of the same player’s army. Characters who have not been seriously trained to do something else can only be in "loose order" (or in disorder!). and their subordinate who can hear their voice (20 cm) must obey orders that their player secretly writes on an "order sheet". XIV. (we are talking about large skirmish groups here. and melee. are in "loose order" (or in disorder. the miniatures of officer characters must be easy to recognize. officers. FORMATION AND HIERARCHY Characters may be grouped in different formations on the battelfield. There is no penality to change from column into line or from line to column. or a path.
Loose order Most people. – Free individuals: This is the most simple game. or "very difficult". or mounted infantry. it makes no difference except if they form a shield wall. etc. Some terrain are "difficult". (optional rules) – Strict hierarchy: Characters may act alone or in groups. and modern riot
. or to ignore it. Miniatures stand in a close group (a nice colum. is an easy terrain. no huge battalions) A group in close order can stand. nobles. etc) A character who is not blocked may try to help a blocked character. on a "difficult" terrain. Close order is impossible on a very difficult terrain.
4. Characters and groups in disorder do not add any of the positive modifiers to their die rolls to shoot or strike. reload their weapon. or/and an "only
. big orcs in fantasy. twomen modern LMG team. disorder stops automatically at the end of the game turn. is introduced for them. These modifiers not apply when they are mounted. class 5. Another characteristic. whatever reason their player finds: you could not prevent them to come closer to each other on their own. A group which is not. Disorder
This is a former optional rule which now begins to be included in the so-called basic rules: the fast-play 1996 basic rules are so carrying that « Argad ! » players have always been reluctant to slow the game with hardenforced rules about formations. Pulp rare characters. medieval handgunner and aide. as class and clothing/armour. They should remain very exceptional. easy to recognize on their larger base: 2. A group which breaks its formation (ex: a broken shield wall) is not necessarily is disorder: if there is 8
Optional rules may give to "dead" heroes a good chance of being "only wounded": for exemple. Open order This is a skirmish formation that can only be done by characters who have been trained to do it. In some historical cases the rules accept a "twomen open order" that gives the same advantages than true open order: medieval pavise-bearer and crossbowman. and glory 6. the group finds itself in "loose order". a saving throw to recover health if any friendly character comes to help him/her. and morale. In that case the miniatures can stay in loose groups but with no apparent formation.
Groups and characters in "disorder" have no formation and do not listen to their leaders. Characters who are too far to hear the voice of a superior officer are always in disorder. Do as you wish when you’ll have fully understood the basic rules. the officer may then order them to change formation or to do whatever he/she wants. etc).police shield wall. Heroes and glory Some "heroes" and very renowned characters may appear in the game. etc) able to command the group (and/or the characters) is present and can be heard (at 20 cm or closer).5 cm). Characters not trained to do this cannot pretend to be in "open order". Miniature bases stand 4 paces from each other at least. or 6 he will graciously do a nice display of swordmanship dance that consists in walking back 2 paces to avoid the blow. new optional rules may permit them to act without disavantadge as an "exceptional action". cannot form a shield wall or testudo. Mouvement is normal. If an officer (or hero.5 cm on foot. EXCEPTIONAL CHARACTERS Difference between characters strength is not usually taken into account. and their opponents –1 to strike at them. Formation change happens in the movement phase and can be done on the same place or in a normal movement (if the terrain allows). you must obtain 7 to kill him in melee. New formation is only effective after the end of the game turn. and not dominate the game but add another dimension. in some cases the rules may accept it (very strong historical characters. and if you obtain a result of 3. "glory". are done in close order but their maximum movement is 12 cm. clothing 3.
Example: if Robin Hood is. However. Strength +H Very strong characters are called "+H". so we are experimenting ways to slightly introduce these notions without changing the spirit of the game. strike. hierarchy. the most renowned heroes are "glory 6". Glory is taken into account in the melee results.
XV. Characters who change formation cannot shoot. The size of their base depends on their apparent physical strength (2 cm ou 2. or no more. in close order. or do anything else in the game turn.
no call for compulsory disorder in the rules. say. 5. When they fight on foot in melee they add a +1 modifier to their die roll. and that means "loose order" (or disorder). the group begins the next game turn in "loose order". However. but they still have the negative modifiers! And they do not benefit of the "many 6s rule". (this is a difference with many wargame rules) Formation change A group can change formation if an officer gives them the order (and if they are well trained to the new formation).
roll a die. pioneers. At the end of the game turn. the character or groups still moves but ends in disorder. failure only on a natural double 6. it is a success. the player asks a morale test on a group or a character. etc) that could take some ammount of time but is difficult to quantify. – a natural 6 means a failure: work has to be done again from the beginning! Difficult work. in the role of a stubborn NCO asking to young soldiers: "How long takes a gun barrel to cool down ?. A BIT MORE ABOUT THESE LONGAWAITED OPTIONAL RULES The basic « Argad ! » system is so simple that it is a difficult challenge to broaden it without bugs. At the end of each game turn working. push away a cart which blocks the road. add a 9
. without changing the fastness and flavour of the game. surprise shooting by an hidden group of character.
An optional rule easy to include in the game is this one: Optional rule: "additional move" Just after the end of the movement phase. promoting a soldier to NCO in a group whose officers have been killed.. Some specialised characters (sappers. but they still can "shoot in contact". "Hmm.. Anyone knows the answer ? No ? It’s written in the manual ! You should know it by heart ! You’re all stupid ! It’s so easy to remember !" etc. Characters at work cannot do anything else in the game turn. XVI. or actions which should obviously take a lot of time (ex: repair a wheel) may take "a double ammount of time": roll two dice. a character with two hand weapons may strike twice. or smash open a small bolted door. If the character has no authority to give orders. or a hero. IT COULD TAKE SOME TIME!" This is a rule for situations where some characters want to do some work or simple action (destroy a small fence. Mounted infantry cannot do an additional move. mechanics. 2 or 3. roll a die again: work is successful if the die roll is less or equal to the number of game turns that have been spent working: – at the end of the 1st game turn the action succeeds if the dice rolls 1 – at the end of the 2nd game turn the action succeeds if the dice rolls 1 or 2 – at the end of the 3rd game turn the action succeeds if the dice rolls 1. etc . and broaden the scope of 6-sided die rolls. –1 in shooting and melee. subordinate characters/soldiers who can hear and obey his/her orders follow him/her if the players wants them to. each player can give an "additional move" to one of his/her characters: – on easy terrain: half a normal move + speed die/dice – on difficult or very difficult ground: half a normal move (characters who have just been blocked by the terrain cannot do an additional move) If the character is a noble.
Some "exceptional actions" that could be included in the rules: saving throw to cure a general or hero that has been killed. he/her must move alone. a character throws a knife. workers continue to work and the players still do not know how long it will take. This permits actions that are not normally done. If not. A suggestion that has long been studied is to give each player the right to do one (and only one!) "exceptional action" of his/her choice at each game turn. a group shoots a storm of arrows or fires a volley or a "mad minute".
This rule prevents players to know exactly how long some actions may take.wounded" status: half normal movement. If the die rolls 1. A cavalryman who did one in the previous game turn cannot do it again in the present game turn. try to detect hidden characters. +1 modifier. a lone character may act without "disorder" disavantadge during the whole turn. and eventually reading the correct answer from the manual : "The gun barrel cools down in a certain ammount of time".
XVII. etc) may have a bonus –1 to the die. a character tries to throw back an unburst grenade. If the "speed die" (or any of the "speed dice") rolls a natural 6.. even if their weapon normally allows them to shoot while moving. Additional move is possible in any formation. surprise move by an hidden group or character. Characters who make an additional move cannot shoot in the same game turn.
cinematographic or Pulp flavour. additional move. focalize attention on some events on the table. etc. a character may shoot and strike in the same game turn. "Additional moves" of different players are all simultaneous and happen between the movement phase and the shooting phase. It has been inspired by an old joke from French humorist Fernand Raynaud. officer or NCO. a character or group aims well..
or they should be embedded in other dice rolls) .-) .Immuable principles of the "Argad !" rules engraved in stone since 1996 ! . their characteristics must be as easy to recognize at first glance as possible
.only one die/dice roll for an action. or misses) .characters must not have long lists of different abilities. simulation of action on the gametable should not take more time than actual action (ex: shooting hits the target.as much simultaneity as possible (no initiative dice.