Lone Shako | Marksman | Military Forces

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 1Q/2C Melee table. . In case Grenadier would connected after his move.according to the 1Q/2C field. He has only 1Q success left and he will use it to shoot. He will use one success to stand up. This model also gets 3 Q and 2 C successes. Another example: fallen British grenadier is no longer in close combat. 2Q/2C corresponds with Charge action. ha would use his last activation to attack enemy as described in Behavior models chapter. According to Melee table. but let say he does not reach it. Grenadier moves 1 medium towards closest enemy model. having 2 Q successes remaining. model will move to cover.

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