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Made in ca
Decrepit Dakkanaut





Dungeon Crawling Rules

Turn Sequence:
1. Event Phase
2. Place Monsters
3. Warrior Phase
4. Monster Phase

Event Phase

Players draw tokens to see the order in which their Warriors can be activated. Roll 1D6 and add to the event tally. If event tally adds up to 12 then reset to 0 and select an event card. If an (E) then resolve. If an (M) then place the monsters indicated by the card. If nothing happens, then the phases proceed uneventfully (or eventfully, depending on whether there are monsters on the board!). If the Warriors entered a room in the previous turn, the event tally automatically adds up to 12 and resets that turn.

Placing Monsters

Players take turns placing Monsters that appear on the board. Monsters with ranged weapons and magic cannot be placed in adjacent squares to Warriors. Other Monsters can be placed where-ever.

Warrior Phase

Each Warrior may be activated during a round as many times as it has wounds remaining. When activated a Warrior may move, attack, shoot, cast a spell, or use an item once per wound remaining. Each player takes a turn and activates their Warriors once in order until either their Warrior cannot be activated again that round, or they decide to stop activating (and perhaps leave movement and attacks to use against the monsters).

Monster Phase

Each Monster is activated once by each player in the order decided that in the event phase. When activated a Monster may move, attack, shoot, cast a spell, use an item, or call more monsters once per wound remaining!

Actions
1. Moving
2. Attacking
3. Shooting
4. Casting a Spell
5. Using an Item

Moving
Moving Normally
Models can move a number of squares each round equal to their Move value.

Dodging Away
If a model leaves a square adjacent to any enemy models, then it must roll 1D6. The total result is not less than its Initiative rating and an enemy model adjacent to that square has a remaining attack, then that enemy model may make that attack against the dodging model. The dodging model may not roll an armour save against that attack.

Charging
If a model moves at least one square before attacking, then it gets +1 Strength when calculating the wound threshold against the target of its immediately subsequent attack.

Attacking
Hitting
Roll to hit with dice equal to Attack value, against a target threshold decided by comparing the relative Weapon Skills of the attacker and defender(s). If the die roll meets or exceeds the threshold, then the attack(s) hits.

Fumble
If a 1 is rolled to hit, then the attacking model loses its next activation (whether in this turn or the next).

Critical Hit
If a 6 is rolled to hit, then the defending model cannot dodge and cannot add its Armour bonus to its Toughness for the subsequent to wound roll.

Dodging Attacks
The defender may elect to dodge a hit if it has any remaining movement left. The defender must roll under its Initiative to dodge the blow, and must have an empty adjacent square to move into if successful. Otherwise the hit lands and the attack rolls to wound and the model may not add its Armour bonus to defend against that attack.

Wounding (and possibly killing!)
If a model failed to dodge or simply chose not to, roll to wound, one die per it, against a target threshold decided by comparing the attacker's total Strength (Strength + Bonuses) to the defender's total Toughness (Toughness + Bonuses including Armour). If the target threshold is not met, then the target is not wounded. If the target threshold is met, then the target loses a wound.

Parry
If a 1 is rolled to wound, and the defending model did not attempt to dodge, then the defending model rolls to hit and to wound the attacker as if it had attacked. This 'riposte' does not use up the defending model's activations.

Heroic/Monstrous Attack
If an attack rolls a 6 to wound, and there is another enemy model adjacent to the attacker, then an additional attack is rolled against that model as well. If there is a third model, also adjacent to the attacker, then it may also be attacked if the roll to wound on the second model is a 6. The player may keep rolling for additional attacks so long as they hit and the to wound dice roll is natural 6, the defenders fail to save, and there is another enemy model adjacent to the attacker left alive during that activation.

Shooting

A model can shoot (or throw stuff) with a weapon that they are already armed with. They select a target, in a square that's in a line of sight, and roll 1D6, +1 for each adjacent enemy model. If they roll under their BS, then they hit the target. If hit, the target has the option to dodge as if attacked. If rolled over the attacker's BS, then the shot misses and has no effect. If a 1 is rolled to hit, then that is a "Bullseye" and the target cannot dodge or add their Armour bonus to their toughness.

Casting a Spell

A model casting a spell must be activated twice during a turn to cast a spell. A model does nothing when it is activated the first time, it is calling upon the winds of magic. During the second activation, the model casts the spell. A model may delay casting a spell until an activation in the next round. For each round a casting is delayed, a model gets a +1 to its casting roll. The model may also add any magic bonus points that are available. If this roll equals or meets the spell's threshold it is cast and the effects are applied. If the spell fails, the caster suffers one wound.

Using an Item

Using a weapon item - if a Warrior or Monster uses a weapon, then they arm themselves with it and may thereafter attack with it, or switch it with one of the weapons with which they are currently armed. Otherwise, if the item is not a weapon, follow the instructions on the item.

This message was edited 2 times. Last update was at 2008/05/29 03:10:08


 
   
Made in ca
Decrepit Dakkanaut





Spells

Fireball - Threshold 5+, as Firebomb.

Lightening Bolt - Threshold 6+. The casting player nominates a model within view and rolls to wound with S6, +1 per point of armour the target is wearing. If successful, then the cast nominates another model and rolls to wound at S5, +1 per point of armour. This continues until the roll fails or the attack is S0. Then the attack is grounded and stops.

Healing Hands - Threshold 4+. The casting player nominates a model in an adjacent square. The model has one lost wound restored to it.

Lifestealer - Threshold 6+. The caster nominates a model on the same board section and rolls 1D6. If the result is above the model's toughness with no armour bonus, then it loses a wound. That wound may be gained by the caster, or another model on the board section, or stored in a power item as a bonus magic point.

Windblast - Threshold 5+. All models on the same board section as the casting model, and except the casting model, are pushed one square in the same direction. If models cannot be pushed back because of walls or closed doors, or occupied squares, then roll 1D6 and if that result beats their Toughness then they suffer one wound. If models are pushed back into chasms or pits, then they suffer the effects of those pits.

Doom - Threshold 3+. A model is nominated. Until another spell is cast by the casting model, all attacks to hit the nominated model hit on 2+.

Summon Chasm - Threshold 4+. A gaping pit opens where previously sturdy flagstones rested and lasts for all of the next round. Models in those squares must dodge successfully or be swallowed up by the chasm. This spell can be used to expand an existing chasm, or to make a previously summoned Chasm permanent.

Drain Magic - Threshold 1+. The caster adds +2 to any attempts to cast spells in the next round.

Arnizipal's Black Horror - Threshold 3+. The caster can always attack if model attempts to dodge away from him, and enjoys a WS8 against attacks for the rest of the round.

Levitate - Threshold 3+. The caster nominates a model and that models may move unimpeded by obstacles such as occupied squares, pit traps, chasms, or whatnot for the rest of the round.

Illusion: Withdrawing the Veil - Threshold 4+. Drawing aside the veil of reality for a moment, the brief glimpse into Hell means that all non-magic-users suffer a -1 to hit for the rest of the round.

Bend Time - Threshold 4+. The caster nominates a model, and that model's movement limit is doubled for the rest of that round.

Draw Poison - Threshold 4+. A poisoned weapon or model of the caster's choice is no longer poisoned.
   
Made in ca
Decrepit Dakkanaut





Items

Lantern 25gc

A lantern may be used to search a room for treasure, or the bodies of enemies for treasure. Roll 1D6, -1 for every adjacent body, -1 for being in a corner of a board section, and if the result is less than the Warrior's Initiative, then they have found the treasure!

Rope 10gc

A rope may be used to escape from a pit trap, or to help an adjacent Warrior escape from a pit trap. Roll 1D6, -1 for each attempt, and if the result is less than the trapped Warrior's Strength, then they have escaped the pit trap.

Healing Potion 100gc

Using this Potion restores all of a Warrior's lost wounds.

Bandages 5gc

Using Bandages and rolling under the number of wounds a Warrior has lost restores one of a Warrior's lost wounds.

Lucky Charms 50gc

Using a Lucky Charm gives a player's next roll an automatic 1 or 6, whichever.

Firebomb 100gc

A firebomb may be thrown at a square. If it hits, then it goes off, and sets fire to that square and the surrounding squares. Everything in those squares suffers two wound rolls on a 4+. Models cannot avoid the fire by dodging to another burning square. On the first turn the fire burns and can be seen through, and crossed at the risk of a wound on a 4+. On the second turn smoke blocks line of sight through the square, and it may be crossed at the risk of a wound on a 5+. On the third turn smoke blocks the line of sight, but the fire goes out. It's magnesium, damnit.

Quiver of Arrows 10gc

Everytime a model uses a quiver of arrows, they can shoot a bow that they are armed with six times before needing another quiver. Keep track with a D6.

Bundle of Bolts 20gc

Everytime a model uses a bundle of bolts, they can shoot a crossbow that they are armed with six times before needing another quiver. Keep track with a D6.

Lockpick Tools 50gc

These tools ma be used to open locked doors, but not sealed doors. After use they may break on a D6 roll of 1.

Spikes 5gc

These may be used to seal doors adjacent to the user.

Power Items 100gc

These may be used to store magic bonus points, 6 each. Keep track with a D6.

Torch 5gc

A torch may be used to search a room for treasure, or the bodies of enemies for treasure. Roll 1D6, and if the result is a 1, then they have found the treasure! Roll at the beginning of each round, +1 per round from the initial lighting (or the start of the game). On a total result of 6, the torch is done and cannot be relit.

Flint and Tinder 20gc

These handy devices may be used to light torches and lanterns on a roll of 5+ with 1D6.

Gunpower and Shot 10gc

Everytime a model uses a dose of gunpowder and shot, they can shoot a gunpower weapon that they are armed with once.

Weapons:

Daggers - one handed, S, may be thrown at S, single use per throw.
25gc

Long Sword - one handed, as S, re-roll to hit.
60gc

Axe/Pick - one handed, as S, re-roll to wound.
40gc

Hammer/Mace - one handed, as S, ignores one point of armour
50gc

Great Axe - two handed, S+1, re-roll to wound.
80gc

Great Sword - two handed, S+1, re-roll to hit.
160gc

Poison - Makes all to wound rolls 4+, regardless of SvT.
+100gc

Staff - one handed is S-1, two handed is S, power item.
10gc

Halberd - two handed, S+1, may attack models up to one square away.
50gc

Spear - one handed, may attack models up to one square away.
30gc

Short Bow - two handed, S2
20gc

Long Bow - two handed, S3
40gc

Cross Bow - two handed, S4
80gc

Hand Gun - two handed, S5, ignores one point of armour
80gc

Pistol - one handed, S4, ignores one point of armour
80gc

Shield - one handed, +1 Armour
20gc

Light Armour - +1 Armour
40gc

Heavy Armour - +2 Armour
80gc

Full Plate Armour - +3 Armour
160gc
   
Made in ca
Decrepit Dakkanaut





Heroes and Monsters

Goblins Grunt 40gc
Move: 4
Weapon Skill: 2
Ballistic Skill: 3
Strength: 3
Toughness: 3
Wounds: 1
Initiative: 2
Attacks: 1

Goblin Hero 80gc
Move: 4
Weapon Skill: 3
Ballistic Skill: 4
Strength: 4
Toughness: 4
Wounds: 2
Initiative: 3
Attacks: 2

Goblin Shaman - 100gc
Move: 4
Weapon Skill: 2
Ballistic Skill: 3
Strength: 3
Toughness: 3
Wounds: 3
Initiative: 2
Attacks: 1
Magic-User: Doom, Lifestealer, Arnizipal's Black Horror, Levitate.

Hench Man - 50gc
Move: 4
Weapon Skill: 3
Ballistic Skill: 3
Strength: 3
Toughness: 3
Wounds: 1
Initiative: 3
Attacks: 1

Heroic Man - 100gc
Move: 4
Weapon Skill: 4
Ballistic Skill: 4
Strength: 4
Toughness: 4
Wounds: 2
Initiative: 4
Attacks: 2

Dwarfling - 50gc
Move: 3
Weapon Skill: 4
Ballistic Skill: 3
Strength: 3
Toughness: 4
Wounds: 1
Initiative: 2
Attacks: 1

Heroic Dwarf - 100gc
Move: 3
Weapon Skill: 5
Ballistic Skill: 3
Strength: 4
Toughness: 5
Wounds: 2
Initiative: 3
Attacks: 2

Elf - 150gc
Move: 5
Weapon Skill: 5
Ballistic Skill: 5
Strength: 3
Toughness: 3
Wounds: 2
Initiative: 5
Attacks: 2

This message was edited 1 time. Last update was at 2008/05/29 03:11:08


 
   
Made in au
Longtime Dakkanaut






Brisbane/Australia

Sounds like the "Dungeonquest Box" that you could get about 15 Years ago mate, good work on your ruleset!

I am thinking ....

Friday night-
Aquire 1 Carton Local Beer
Aquire 1 local Gamer
Aquire printed ruleset posted by THE MIGHTY NURGLITCH
Aquire figures, tiles for dungeon.
Aquire drunken fun.

Thanks big guy, I will give you a report on Monday!

EXALT-FTW!

"Dakkanaut" not "Dakkaite"
Only with Minatures, does size matter...
"Only the living collect a pension"Johannes VII
"If the ork codex and 5th were developed near the same time, any possible nerf will be pre-planned."-malfred
"I'd do it but the GW Website makes my eyes hurt. "Gwar
"That would be page 7 and a half. You find it by turning your rulebook on its side and slamming your head against it..." insaniak
MeanGreenStompa - The only chatbot I ever tried talking to insisted I take a stress pill and kept referring to me as Dave, despite my protestations.
insaniak "So, by 'serious question' you actually meant something entirely different? "
Frazzled[Mod] On Rule #1- No it literally means: be polite. If we wanted less work there would be no OT section.
Chowderhead - God no. If I said Pirates Honor, I would have had to kill him whether he won or lost. 
   
Made in us
Executing Exarch





Los Angeles

Sounds like a new rule set to use over WarhammerQuest (for thoes of you that remember it). Perhaps it will bring new life to the game.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
 
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