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D&D Miniatures League Rules Draft V0.2
V.02 - Added spell choices - Added magic items (cost still needs to be added)
1. Season Rules: 1.1. Each team will play a home and away series versus every other team in their division with the exception of one team. Each team will have a grudge match where the first team they play is also the last team that they play. 1.1.1. Grudge Match: Where possible grudge match opponents will be opposite factions ( LG vs. CE, CG vs. LE) 1.2. Standings: Standings will be determined by League points. 1.2.1. Series wins are worth 2 League points, ties 1 League point and losses 0 League points. 1.2.2. In the event of a tie at the end of the season with league points, total victory points will be used as a tie-breaker. If there is still a tie with victory points there will be a home and away playoff as a tiebreaker. 1.3. Playing the Series: 1.3.1. Each week of the season will be 2 weeks of real time. If the 2 scheduled teams cannot meet to play within those 2 weeks the game is declared a draw and no money or victory points will be earned. 1 point will be assigned to each warband for this draw. 1.3.1.1. If any team draws 2 weeks in a row they will forfeit the rest of the season and be ineligible to rejoin the league. 1.3.1.2. Exceptions will be made by a league wide vote for unavoidable circumstances. 1.3.1.3. Arrangements may be made to have someone else play your warband if you cannot play within the 2 week time period.
1.4. Home and away series. 1.4.1. Each series will include a home and away skirmish. One Warband from each series will be designated the home team and may choose to start the series at home or at the opponents stadium 1.4.2. After the first skirmish the next one is played at the other warbands stadium re-rolling the conditions necessary to win. 1.4.3. The winner of the series is the warband with the most combined victory points after both skirmishes have been played. 1.4.4. Total victory points will be: Creatures Eliminated + 50 points for winning the game scenario.
1.5. Purses: 1.5.1. At the beginning of each skirmish the home team rolls 2d4x 1,000, which is the home team’s purse in GP for that game. 1.5.2. The visiting team rolls 1d4x 1,000, which is the visiting team’s purse for that game. 1.5.3. You may use your teams GP for purchasing magic items, leveling up creatures, improving your stadium or increasing the allowed points on your warband. 1.5.4. For the grudge match each team rolls an extra d4, 1,000 due to increased interest from fans.
1.6. Warbands: 1.6.1. Construction 1.6.1.1.Warbands use standard construction rules with the below exceptions. 1.6.1.2.Warbands will start at 100 points and may grow throughout the season. 1.6.1.3.Additional points over 100 may be purchased at the cost of 1,000 gp for each point over. 1.6.1.4. Warbands may have no more than 12 creatures. 1.6.1.5.You may change the makeup of your warband between each skirmish and series. 1.6.1.6.You may have any number of named players on your warband (up to the 12 creature limit) 1.6.2. Warlords: 1.6.2.1.Warbands must have 1 warlord, you may select any commander and designate him as your Warlord. This warlord appears in every skirmish and is named. 1.6.2.2.Your warband cannot contain any commanders with a higher commander rating than your Warlord. 1.6.2.3.You may release your Warlord between series to become a free agent. Your replacement warlord starts with the basic stats printed on the card. You may re-sign your warlord at a later date if he is available for his current cost. 2. Playoffs: 2.1. There will be a round of playoffs. The top 8 teams will play in a standard home and away elimination tournament. 2.2. The winner of the tournament will be declared champion and may select a special power (TBD) that is in effect for the entire next season.
3. Game Rules: 3.1. Winning conditions 3.1.1. The home team of each skirmish will roll a D20: Table 3-1: Victory Conditions
3.1.2. Special rules to random scenarios: 3.1.2.1.Contested ground: Place the fireball template over the center of the battlemat. This is the ground that the winning team must occupy at the begging and end of a round. 3.1.2.2.Eternal Battle: You may place a resurrected creature anywhere within 6 squares of any one of your warbands commander or within 6 squares of an enemy. 3.1.2.3.Plunder Run. Apply the fireball template over the center of the map, this is the treasure room. 3.1.2.4.Random terrain. Number the long sides and corners of the map 1-6 as below. Each team roles a D6. That is where your warband starts play, they rout off normally placed assembly tiles. Opposing teams may start adjacent from each other but not on the same entry point. Re-roll if you would start at the same point.
3.1.2.5.Sparse Ruins: Randomly remove 2 terrain tiles. 3.1.2.6.Statue Race. If there are not more than 5 statues each player adds 1 statue to bring that number up. (Each player adds at least 1 statue even if the first statue placed will bring the number above 5). 3.1.2.7.Stragglers: Place the fireball template over the center of the battlemat. This is the ground that the winning team must occupy at the begging and end of a round. 3.1.2.8.Teleporter Statues. . If there are not more than 2 statues each player adds 1 statue to bring that number up. (Each player adds at least 1 statue even if the first statue placed will bring the number above 2). 3.1.2.9.Warlord’s Tomb: Apply the fireball template over the center of the map, this is the shrine room.
4. Team Management: 4.1. Money: You may not borrow or go into debt to finance your team; you may save money from skirmish to skirmish to save up for more expensive upgrades. 4.2. Stadiums: 4.2.1. At the beginning of the season each team chooses up to 4 terrain tiles (not including assembly tiles) and places them on a battle mat. This is their home stadium and the layout may not be changed unless they purchase renovations between game series. The tiles must be placed as per the standard terrain placement rules. 4.2.2. Each team may use either assembly tile for a skirmish. 4.2.2.1.Upgrading your stadium: 4.2.2.1.1. You may not upgrade your stadium between skirmishes of a home and away series. 4.2.2.1.2. You must allow for at least 2 unimpeded ways out of your opponents assembly corner and they must be at least 2 squares wide. 4.2.2.1.3. You may purchase the following additional terrain between series from the Miniatures handbook. 4.2.2.1.3.1. Arrow slit: 100 GP per slit (only through thin wall) 4.2.2.1.3.2. Diagonal Wall: 150 GP per square 4.2.2.1.3.3. Entangling Vines: 250 per square 4.2.2.1.3.4. Grease: 1,000gp per square 4.2.2.1.3.5. Hallowed Sanctum: 2,500 for a 4x4 square 4.2.2.1.3.6. Healing stone: 2,000 per stone (one square) 4.2.2.1.3.7. Illusory terrain: 500 per square 4.2.2.1.3.8. Low obstacle: 100gp per square 4.2.2.1.3.9. Magic Statue: 5,000 per statue 4.2.2.1.3.10. Narrow Corridor: 500 gp per square 4.2.2.1.3.11. Narrow Doorway: 500 GP per door 4.2.2.1.3.12. Pit: 750 per square 4.2.2.1.3.13. Shadow: 1,000 per square 4.2.2.1.3.14. Spike stones: 1,000 per square 4.2.2.1.3.15. Teleporter: 3,000 per pair 4.2.2.1.3.16. Trap: 1,500 per square affected (standard trap DC 15 10 points damage) 4.2.2.1.3.17. Unhallowed Sanctum: 2,500 for a 4x4 square 4.2.2.1.3.18. Wall of force: 2,500 per square 4.2.2.1.3.19. Blood Rock: 500 per square 4.2.2.1.3.20. Statue: 250 gp 4.2.2.1.3.21. Rubble: 50 gp per square 4.2.2.1.3.22. Sacred Circle: 1,250 for a 4x4 square 4.2.2.1.3.23. Removal of current terrain: 50 per square 4.2.2.2.Other terrain 4.2.2.2.1. You may purchase standard walls with a cost of 150 per square, they may be thin (running on a gridline) or thick (1 square)
4.3. Leveling up Creatures: 4.3.1. You may level up any creature that does not have a difficulty rating of 20. To do this you must spend 1 GP for every point of experience you want to add to a creature. 4.3.2. Once you have added a single point of XP the creature must be named. 4.3.3. Max Creature level is 20 4.3.4. You may choose to not play a named creature and keep him in reserve without losing him as a free agent. 4.3.5. You may only have 3 named creatures in reserve. If you place more than 3 creatures in reserve for a skirmish, one must be released as a free agent. 4.3.6. Creature’s level is determined by the level on the stat card and then any other levels that you have purchased. 4.3.7. XP required for each level corresponds to the PHB Table 3-2. 4.3.8. You may only level up a creature once between each skirmish. 4.3.9. Warlords may gain levels in the warlord prestige class as in the miniatures handbook on pages 112-113. 4.3.10. Leveled up creatures gain: +1 level, +1 to all attacks, +5 hp, +5 hp or 1 more use of a spell or special ability that your creature can currently cast or use. 4.3.11. For every 3 levels that you have advanced a creature that can cast spells past his base you may gain: +1 to all spell save DC’s AND 1 spell of a level above the current highest OR a number of new spells with levels equal to 1 + the highest level spell he can cast OR you may add +2 to his turn undead score (if he already has that ability) plus the normal benefits of leveling up. 4.3.12. For every 2 levels that you have advanced a creature that cannot cast spells you may gain +1 to a save DC of a special ability you posses, OR a combat feat, OR +2 speed. 4.3.13. Leveled up creatures do not cost more points toward your warband. 4.4. Free Agents: 4.4.1. You may release any named creature as a free agent. You will gain 1/3 of his total XP in GP. 4.4.2. Any creature released as a free agent remains on the free agent list until signed. 4.4.3. If you sit more than 3 named creatures during a single skirmish you must choose any creatures in excess to become free agents, gaining GP as normal. 4.4.4. You may hire any free agent that is eligible for your faction at a cost equal to his XP.
4.5. Trading Creatures. 4.5.1. You may make any trade for a named creature that is legal for your faction provided that it is approved by a league vote of 50% +1.
4.6. Retiring Creatures: 4.6.1. If any named creature has been killed more times than (twice???) his level, you must roll percentile dice to see if he will retire and refuse to be resurrected before the next skirmish. This check must be made every time he is destroyed. Table 4-1: Killed Creatures
4.6.2. If any named creature has been routed more times than (twice???) his level, you must roll percentile dice to see if he will retire and refuse to play before the next skirmish. This check must be made every time he is routed. Table 4-2: Retired Creatures
4.7. Magic Items: Magic items may be purchased out of the miniatures handbook.
Table 4-3: Magic Armor
Table 4-4: Magic Shields
Table 4-5: Magic Weapons
Table 4-6: Potions
Table 4-7: Rings
Table 4-8: Wondrous Items
4.7.1. You do not get a magic item for winning a skirmish. 4.7.2. Magic items may be destroyed at the end of a skirmish as per the miniatures handbook (pg 112) 4.8. Combat Feats: Feats have been pulled from the Mini’s Handbook and Harbringer Stat cards. Any future expansion that adds Feats will also be legal choices (Dragoneye will be added soon) 4.8.1. The following feats may be chosen 4.8.1.1. Deflect Arrows ( +4 AC vs ranged attacks) 4.8.1.2.Dash (+1 movement) 4.8.1.3.Shieldmate (+1 AC to friendly, adjacent creature) 4.8.1.4. Cleave 4.8.1.5. Mobility (+4 AC vs Attacks of opportunity) 4.8.1.6.Blind-Fight (may roll twice to check to hit against concealment) 4.8.1.7. Powerful Charge (+5 damage when charging) 4.8.1.8.Fearless (makes all morale saves) 4.8.1.9.Whirlwind attack (may attack all creatures adjacent as a full attack) 4.8.1.10. Precise Shot (target does not get +4 AC when you make an attack and it is in combat, cover works normally) 4.9. Spells: Spells have been pulled from the Mini’s Handbook and Harbringer Stat cards. Any future expansion that adds spells will also be legal choices (Dragoneye will be added soon) 4.9.1. Cleric Spell List 4.9.1.1. Level 1 spells 4.9.1.1.1. Doom 4.9.1.1.2. Bless 4.9.1.1.3. Command 4.9.1.1.4. Shield of faith 4.9.1.1.5. Cure light wounds 4.9.1.1.6. Magic weapon 4.9.1.1.7. Command 4.9.1.1.8. Hold person 4.9.1.1.9. Cause fear
4.9.1.2. Level 2 spells 4.9.1.2.1. Inflict moderate wounds 4.9.1.2.2. Cure moderate wounds 4.9.1.2.3. Hold person 4.9.1.2.4. Bears endurance 4.9.1.3. Level 3 spells 4.9.1.3.1. Slashing darkness
4.9.1.4. Level 4 spells 4.9.1.4.1. Dimension door
4.10. Wizard/Sorcerer Spells 4.10.1. Level 1 spells 4.10.1.1. Magic missile 4.10.1.2. Magic weapon 4.10.1.3. Lesser <energy> orb. Select one Acid, Fire, Cold, Electric, Sonic 4.10.1.4. Colour spray
4.10.2. Level 2 spells 4.10.2.1. Resist Energy 4.10.2.2. Scorching Ray 4.10.2.3. Blur 4.10.2.4. Melf's Acid Arrow
4.10.3. Level 3 spells 4.10.3.1. Fireball 4.10.3.2. Protection from energy
4.10.4. Level 4 spells 4.10.4.1. Major resistance
4.10.5. Level 5 spells
4.11. Bard Spell List 4.11.1. Level 1 spells 4.11.1.1. Cure Light Wounds 4.11.1.2. Lesser Confusion
4.11.2. Level 2 spells
4.11.3. Level 3 spells
4.12. Druid Spell List 4.12.1. Level 1 spells 4.12.1.1. Magic fang 4.12.1.2. Produce flame
4.12.2. Level 2 spells 4.12.2.1. Cat's grace 4.12.2.2. Flame blade 4.12.2.3. Summon Nature’s Ally II
4.13. Blackguard spell list 4.13.1. Level 1 spells 4.13.1.1. Cure Moderate Wounds 4.13.1.2. Doom
Further ideas: Purchasing new abilities Spells allowed XP for killing creatures during skirmish (5 times cost???)
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