These are a set of free skirmish rules from Eureka in my adopted homeland of Australia. Designed for their excellent (but unfortunately out my price range in the UK) 40mm musketeer models by the co-author of the new Ganesha swashbuckling rules. If you want them and the supplement then:
http://www.eurekamin.com.au/andoneforall.php
http://eurekamin.com.au/games/A1FASupplement1_6.pdf
http://eurekamin.com.au/games/CaptureofConstance.pdf
So why am I going on about them?
Simply they are the best fun rules I have found for the genre ...
I have often wanted to do a set which replicated the old school street fighter video games where one has to build up 'power' to be unleashed on the opponent. AOFA kind of fits the bill ... The game revolves around the character using 'swashbuckling' actions to 'hopefully' build up a dice pool, which is then used to effect the opponent, either in a swashbuckling or 'duelling' way. The dodgy bit is that every time the character does (I say does as the characters always get to do it, the test tells you how well) an action they get a dice for the pool, the pool has to be used and added to each action, BUT any ones end the characters activation. Once two characters have failed the initiative goes to the other side. Note: I use the 'advanced' rules in the supplement, in the core rules the player's go is over when one character fails.
Actions can be opposed or individual, jumping onto a table is individual, roll the dice pool and hope one can carry on by NOT getting any ones. Picking up and hurling a chair at an opponent is opposed the dice pool is rolled versus the number of 'rating' dice the opponent has. The highest score is compared (more than one '6' and you add the number, ie two 6 dice means one scored 7) and the result depends on the difference (each point of difference is a 'hit'). Characters have 2-4 wounds and once they are gone they are out the fight.
Nothing is measured the characters move in a straight line until the reach an obstacle (they can stop in the open obviously) at which point they must interact with the object in some way (this is an action). The rules are simple, fluid and rely on the 'narrative' weave to explain the action ... which is half the fun.
Watch out for a battle report very soon ...
Sunday, 30 October 2011
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