Purely by inspiration…and a hope we can get more people playing city fighting games again!
Written by Arthur Hannan 2013 ©
When I first began wargaming in the domain of the evil empire I began to become increasingly impatient with the impetus on complicated and realistic rules. I started to get frustrated with the rules “bible” bashers as I called them and the people who “just couldn’t let go”. For this reason I always avoided mordheim, but I always wanted to try it out. Friends told me it was rather rule heavy for an intentionally easy and fun game.
Consequently I have written City Grounds. City Grounds is a basic rule set in which you can head butt and swan dive your way through the streets of mordheim, Lesterheim or whatever your city of choice may be.
I hope you enjoy, and please remember to take the game with a pinch of salt and sense of humour.
Turn Sequence
Roll for initiative.
Winner rolls to activate first model.
Continue to play turn until all models have been successfully activated or the player has rolled two fails with any model.
If both players fail two rolls at any time, the turn is up.
- Initiative:
Each player rolls one Dice to determine initiative.
Initiative is rolled once at the beginning of the game and every time both players have failed two actions therefore beginning a new turn. The turns in city fight can literally fly by so it’s best not to plan set turn limits for your games before you get to know the game a bit.
- Activating models:
To activate a model a player must first nominate the miniature they wish to activate, name the actions they wish to proceed, and roll the appropriate dice.
ALL MINIATURES have the ability to perform three actions a turn. No miniature MUST perform any actions if the player wishes to simply let them be. This is also risk free, and great if you are camping out for a messy kill later on.
The Process -
- Nominate model = name the model e.g. “I want to activate the orcwarboss”
- Name actions e.g.“I would like him to run, and jump onto the balcony” (two actions, RUN/JUMP,4+/3+)
- Roll dice
A note on 6+ actions -
[A MINIATURE CAN BE ACTIVATED FOR ONE ACTION ONLY BUT THIS CANNOT BE A LONE 6+ ACTION – e.g. a model may walk, run or sprint only in a turn, but they may not only bound, for this requires the momentum of a previous action equivalent to 3/4/5+, as do all actions of a 6+ nature, it is rare that someone will be doing something that requires a 6+ without first having to run, jump, skid or do something of a “moving” nature, this is part of the realism of the game, one of the factors that manages to keep things fair in all the madness. ]
A note on fairness -
To work out the dice needed for each action all players have to be of fair judgement.
If two players cannot agree on a roll then another dice is rolled and on a roll of a 1,2 or 3 player one is right and on 4,5 or 6 player two is right.
To work out the difficulty of a roll you can first consult the below table, if your desired action is not here, then you may create a new one, and align it appropriately. This game is all about being creative, and having fun.
e.g. To run up a ramp (a lavishly described run action) you need to roll a 4+ because running is a medium difficulty.
You can play the entire game with the example board provided but it is not recommended because each city grounds board will be inevitably different and you cannot exactly, propel, for instance, if there is nowhere to do so from.
EXAMPLE ACTIONS BOARD
All combat and firearms are highlighted in red.
Difficulty 3+ / Difficulty 4+ / Difficulty 5+ / Difficulty 6+ / Difficulty (2 dice)Walk / Run (x2 move) / Sprint (x3 move) / Bound (x4) (cavalry only)
Hop (half model height – to eye) / Vault (Model Height – to eye) / Wall Run (x2 model height – to eye) / Wall Run and Jump back (x 2 height, 2 inch gap max)
Crawl (half move, cover) / Skid (move to hault stop behind standing cover) +1 to cover for turn of landing / Slide (x2 move to skid and hault stop on ground) +2 cover for turn of landing / Slide across gap (x3 move with specific slide, +1 to cover during slide) / [5/4]Slide across gap and fire arms (+1 to cover, -1 to accuracy)
Jump gap 1 inch / Jump gap 2 inch / Jump gap 3 inch / Jump gap 4 inch / [6/3]Jump gap 5”+
Fire arms (short range – 6 inches)
+ 1 to accuracy / Fire Arms (medium range – 10 inches) / Fire arms (Long Range – 15 inches) – 1 accuracy / Fire Arms (Crazy Range) – 20+
-3 accuracy
Punch - +1 / Kick - +2 / Headbut - +3 / Throw - +4
Stab - +2 / Slash - +2 (victim falls 1 inch slash direction) / Maim - +3 / Knock Down +2
(floored for next turn)
Push free from combat (1”) / Punch free from combat (2”) / Kick Free from combat (3”)
Stand up from floored / Stand and shield from floored (+1 cover for turn - no move)
Shield (+1 to cover/ 1 turn – no move) / Shield and walk (+1 to cover, cannot attack)
The above grid is intended to give an idea of the normal city fight ideas, but you can do anything you like! If you want to swan dive into a bale of hay like Ezio from assassins creed or run around jumping up buildings and sniping bad guys. You need only create the action, assign the roll and write it down for future reference.
ACTIONS – Tips
-1. (MINIATURE NOMINATION)
It is always best to nominate the models you think have easier actions first e.g. a model who is only going to walk one move and take an easy shot of his fire arm would be better to do before the model who is going to run and jump off the balcony into the waterfall! This way the model with the lesser activation rolls go first instead of the riskier rolls.
-2. (ONE FAIL AND TWO PASSES?)
e.g. To run, vault and skid it is 3 dice at 4+ each. If the player fails any two of these actions the turn passes to the other player. If you fail one but pass two you may decide which two rolls were successful (often given that the latter actions will rely on the earlier actions it makes sense usually to choose the first actions)
-3. (RISK)
You can activate one model with one action if you like! Or every model with 3! But as long as you are ready to lose the turn on those fails!
RANGED COMBAT
Ranged combat in City grounds is very simple and requires a simple set of rolls.
-For combat rolls a miniature must first roll the required activation roll. For instance to fire arms (short range) it is a 3+ roll. This simulates the knocking and firing of an arrow (or respectively the loading and firing of a musket).
-Following activation an accuracy roll must be made to determine a hit. The Accuracy roll is made by using the miniatures STRENGTH + any modifiers + 1D6 VS Targets ARMOUR CLASS + DEFENCE
- If the hit pierces (equal or higher than the targets AC + DEF) then the target makes a save roll against (1d6 result equal to or less than) their AC (ARMOUR CLASS) to determine damage. A failed save roll is a wound.
Some Firearms such as Small Canons, Crossbows, Large Rifles, Ballistaetc pack a punch! These kinds of weapons are considered HEAVY ARMS and grant an extra +1 to accuracy but a 1- to activate (fire) due to their weight and time sensitive nature. (reload)
(short range – 6 inches)+ 1 to accuracy / (medium range – 10 inches) / (Long Range – 15 inches) – 1 accuracy / (Crazy Range – 20+)
-3 accuracy
Punch - +1 / Kick - +2 / Headbut - +3 / Throw - +4
Cover – Cover is only used when a miniature is half or more covered by an object or obstacle. The miniature gains +1 additional DEF while they remain in cover. Some actions such as Shielding or Skid shooting allow for cover bonuses as a direct result of an action.
CLOSE COMBAT
Close combat in City Grounds is more of a free for all brawl/ parkour system.
The system is intended so that you may improvise everything be it run up a wall, kick a guy of a ledge and jump off after him, or you might want to slash a man to the ground and preform a nasty finisher move. At any point in your activation you may break away from combat, shield against oncoming slaughter or even flat out punch a guy. The possibilities are endless making for very fun gameplay.
EVERYTHING IS POSSIBLE IN CITY GROUNDS THE ONLY LIMIT – IS YOUR IMAGINATION
Combat manoeuvres
-To conduct a Close combat attack a miniature must first pass its activation for said action (punch 3+/ Headbut 5+ etc) this roll simulates the throwing of a punch, swinging of an axe, or slamming of a foot, the contact has been made, the damage not yet dealt.
- Following this successful activation the miniature then rolls a piercing roll against the target, this is calculated by adding the miniatures STRENGTH + Action Modifiers + 1d6 VS Targets AC + DEFENCE.
-If the hit pierces the armour of the target then they must roll a save roll against their AC, any fails cause a wound
MINIATURES/ PROFILES/ STATS
City Grounds has been written with maximum flexibility in mind. Henceforth we don’t want to limit you on genre, scale or number of miniatures. For this reason there is no points value in City Grounds per race but instead miniatures are calculated on the below table.
STR / DEF / AC / MOVE3
(ogres, orcs, beasts, large creatures, heroes, etc)
Pts: 10 / 3
Pts: 10 / Heavy Armour (plate, steel, samuri, rought iron)
AC 5
Pts: 10 / 10”
(cavalry basic move)
2
(Humanoid, Undead, Ratmen, Dwarves, etc)
Pts: 7 / 2
Pts: 7 / Chainmail Armour
AC4
Pts: 7 / 6”
(everything else)
1
(small creatures, goblins, dogs, halflings)
free / 1
free / Light Armour
(leather, cloth, shroud)
AC3
Pts: 5 / 5”
(goblins, dwarves, halflings)
If you are not playing fantasy simply adjust the names of the “stats” and type descriptions to fit. E.g. an ogre becomes a juggernaut, and a goblin becomes a grot!
Example Profiles
In accordance with the above table (and as per your personal Pre-Game agreement) an example orc might read
ORC WARRIOR
Move: 6”
AC: 5 (Heavy Armour)
DEF: 3
STR: 3
PTS TOTAL: 30
And an Example Human Might Read
HUMAN WARRIOR
Move: 6”
AC: 4 (Chainmail Armour)
DEF: 2
STR: 2
PTS TOTAL: 21
Extras may be added per miniature at a cost
Miniatures PRIMARY weapon is free, additional weapons may be purchased.
Additional Weapons / Additional Items / SteedsBow – 10 Pts / Shield – 10 Pts / Horse – 10 Pts
Concealed Sleeve Dagger – 10 Pts (+1 to ALL combat activation rolls in hand to hand) / Extra Padding – 5 Pts (+ 1 DEF OR allows two re-rolls during activation for combat rolls- once used, padding is considered damaged) / Donkey – 5Pts
As with all City Grounds tables, feel free to print off the spare tables on the next few pages and fill them out with your own items.
As per the rules that is all for now. Following on from this is a small example scenario to kick things off. I sincerely hope you enjoy playing city grounds and getting those mini city fight campaigns back into full swing.
THE DEFENCE OF LESTERHEIM
YOU NEED
-Six “town guard”
-4 “daemons”
-1 “mega daemon”
-3 “rippers”(small daemons)
-A handful of D6
-A shrine and tower
-A scaffold and factory
PLAYING
- The first scenario in the defence for Lesterheim is a shrine defence. To win thisscenario the guard must approach the first “defiled” shrine and defeat the Daemons that have spawned there. If the Daemons beat the guard, or manage to hold the shrine for up to 6 turns (6 initiative rolls- played to the end of the turn) then the daemons win and they are given an advantage at the beginning of the second scenario.
SETTUP
Guards- on edge of board
Daemons- (4 normal daemons) on shrine.
- Following the shrine the guards are pushed back into city and they are faced off against a merciless foe! For this scenario you will need one Larger Daemon and 3 smaller “rippers” (clawed daemons). To win the guards must hold the factory and stop thelarger Daemon getting to the top of the factory, for it is there that he can “howl” to the other daemons, and bring them forth to destroy the city of Lesterheim. The Larger Daemon must reach the top of the factory by the End of 6 turns, or else they lose the game, disappearing into the midst of the ether.
SETTUP
Guards- On furthest edge of board
Daemons- Parallel to the Factory.
4x GUARDS – 2 wnds
STR: 2
DEF: 2
AC: 4
MOVE: 6”
TOTAL: 21 x 3 = 62Pts
1X GUARD CAPTAIN- 3 wnds
STR: 3
DEF: 3(+1=4)
AC: 4
MOVE: 6”
OTHER-
-Sleeve dagger – (10pts, +1 all combat activation hnd2hnd)
-Extra Padding – (5pts, +1 Def)
-Shield – (10pts, ability to shield)
TOTAL: 52pts
1X CAPTAIN BODYGUARD- 2wnds
STR: 2
DEF: 2
AC: 4
MOVE: 6”
OTHER-
-Shield – (10pts, Ability to shield)
TOTAL: 31pts
GUARD TOTAL FORCE PTS VALUE: 145 (for 6 miniatures)
4X Normal Daemons- 2 wnds
STR: 2
DEF: 3
AC: 4
MOVE: 6”
OTHER –
Extra Padding (5pts, Daemon Scale) – 2x re-rolls during combat ACTIVATION.
Between all 4 daemons. One daemon may make two re-rolls.
TOTAL: 29 x 4 = 116
3X RIPPERS – 2wnds
STR: 1
DEF: 1
AC: 4 (spiky hide)
MOVE: 6”
TOTAL: 7 x 3 = 21pts
Large Daemon – 3wnds
STR: 3
DEF: 3
AC: 5
MOVE: 5” (encumbered)
TOTAL: 1 x 30pts
DAEMON TOTAL FORCE PTS VALUE: 167 pts
As you can see, this is a relatively balanced match, especially given that it is a scenario broken up into two halves. Although the Daemons have more PTS value, The Guards are strategically designed to be able to work together and fight together.
Of course please feel free to create your own stats for the missions from scratch, including more or less miniatures at your own discretion.
EMPTY TABLES
Action Table
Difficulty 3+ / Difficulty 4+ / Difficulty 5+ / Difficulty 6+ / Difficulty (2 dice)ROSTERS
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER –
TOTAL COST: