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killchain

For the full rules, see KILLCHAIN by Castle Grief.

Rules Summary

Turn Sequence

  1. Determine Surprise (if applicable): 1-2 on d6
  2. Roll Initiative (determines turn order in phases)
  3. Missile Fire (remove casualties immediately)
  4. Move/Action
  5. Melee/Late Missile (only remove casualties at end of phase)
  6. Morale (each unit on side that took most casualties)
    1. First failure means forced withdrawal
    2. Second failure means a rout; flees the battlefield

To-Hit Rolls

  • Target by Armour: None 3, Light 4, Medium 5, Heavy 6
  • Range: Medium -1, Long -2
  • Higher Ground: +1
  • Firing into or out of Woods: -1
  • Archers in Melee: -1 (first turn only if equipped appropriately)
  • Cavalry Charge into Melee: +1 (first attack only)
  • Flanking in Melee: +1 (first attack only)

Terrain

  • Hills: double move cost going uphill
  • Woods: double move cost
  • Marsh: double move cost, cavalry cannot enter

Further Devlopment

See TODO.

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