Gnome-Mageddon 2024 - Part 2 - Rules 1.12


Gnome-Mageddon Rules

Needed to play

players, six sided dice, measuring tools, gnomes of both the dead and not dead variety

a table and terrain to play with.

Goal

Gnomemageddon is a gravecrawl, where the heroes' goal is to survive and fight across a huge table, to face off against the big bad necromancer and end the night of terrors.

Setup

I'm using six 2x4' tables to make a 4x12' table, which I'll cover in fun terrain, and a bunch of grave markers.

Balance 

This is not a game of balance, but instead a game of hard won triumph. Feel free to put as many undead gnomes as you like into the mix, knowing that it'll take at least 20 turns for the gnomes to get from one board edge to the other. Since these rules are vibes and memory right now, I can only promise that Gnomemageddon is an experience.

Turn Breakdown.

  1. Enemies Move
  2. Action Phase
  3. Enemies Strike
Enemies Move.

For each enemy (Left side of table to right) unit or model, roll a d6 and consult that unit's behavior table to determine its behaviors in the enemies move and enemies strike phases. As this is done, perform each action that activates in the Enemies Move phase.

Actions Phase.

One at a time (Left side of table to right,) each hero's controller rolls 2d6 and allocates them to that hero's actions table, and then they perform those actions. The die roll has to be equal to or greater than the number in order for that hero to use that move (ex. a move that says 4+ can be activated with a 4, 5, or 6.)

Enemies Strike.

For each enemy that has an action in the Enemies Strike phase, performs that action now.

Common Actions

Move: moving a model or models by short, medium, or long distance. When moving a model, put your measuring device in base contact with the models, and then move the model to the other end of the appropriate measuring device. This is considered Leapfrog style. If moving more than one model this way, each model should be within close distance of eachother. 

(fun fact; long is twice the length of medium, and medium is twice the length of short. I used the long edge of a tcg card for short, and the short edge of the same card for close. So there you go.)

Attack: when a model attacks another, they roll six sided dice equal to the number of attacks specified by the action. For each die that rolls equal to or greater than the attacking model's "to hit" score, the defending model or unit this model is shooting then rolls that many saves. Saves are made by rolling equal to or greater than the defending model's "save" score." Saves rolls can be modified by attacks that have "armor penetration," which is a value that gets subtracted from all die rolls the defender makes to save. For each attack that isn't saved, the defending model or unit loses 1 wound.

Stats and Behaviors

I couldn't get tables to work with blogger, so here's a link.

but also, here's a taster thanks to the power of screenshots. Here's one for the heroes/the player characters/the gnomies.




And here's one for the bad guys.


And here's the table for loot the heroes can pick up during their adventure.


I suppose these are living rules and can be altered at any time, but I'll try to be polite and just make a new blogpost so that if these are what you dig, then you won't lose access to them.


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