Skirmish Rules for vinyl figurines.
These are the rules I came up with for playing wargames with my daughter, affectionately known as Monkey.
Basic move distance is the length of a hand (h), from index finger to wrist. We're using Schleich/Star Wars size figures. You could decrease the distance for smaller figures.
Basic combat for everything except catapults is opposed die roles.
WYSIWYG for determining what base number of dice (d6) a figure has i.e. the figure must have a weapon attached or have claws to count as armed/predator.
Categories- d6s are cumulative based on how many categories a figure has
Two footed- Move 1h, 1d6
Four footed- Move 2h, 1d6
Winged- Move 2h; ignore terrain/opponents 1d6
Armed/predator/fierce- Move as category +1d6
Armour/shield/helmet- Move as category +1d6 (defending only)
Fairy/magical/enchanted- Move as category +1d6
Mounted- Move as mount category, +1d6 for just Four Footed, +2d6 for fierce/predator
Start the game:
Pick your figures. Pick a short edge of the table to be your base. Each player rolls a d6, high roll wins. The die result is the number of actions a player has on their turn. Each figure can use up to two actions. (Except the catapults and placed figures on the turn they are placed)
Placing a figure.
Moving up to max movement/charging
Casting a spell
Reviving a down figure
Players can use all some or none of their actions on their turn. Once players complete all the actions they want, the turn moves on to the next player, until all players have had a turn. Players dice again, highest role goes, down to lowest.
Player selects figure to put on table from ones they picked. Figures can be placed on the table anywhere within 2h of the short edge.
Players can move figures up to max movement, have to go around knocked over figures/terrain, unless winged. Regular movement is measured.
Charging is usually how figures get into combat. Player declares what figure is charging what target and charges. If the distance is equal or less than the charging figure’s max move, combat follows immediately, with charging figure getting its bonus. If the figure comes up short, it’s stuck out there until the player’s next turn.
If you had a man (1d6) with a sword (1d6) on a horse (1d6) charging (1d6), you would role 4d6. If the opposing figure was a fairy (1d6) on foot (1d6) with a wand (1d6), you would role 3d6. Each side roles, highest total wins, losing figure is knocked over and out unless revived.
Casting a spell:
Spell range is up to the figure’s max movement. Player casting the spell declares what its effect is. (I turn the king into a newt!) Die rolls are the same as for combat, except if the spell casting figure loses, it’s only out for the next turn. It is defenseless and only rolls a d6 if attacked and can’t knock over an attaching figure even if it defends itself. If the target loses, it’s knocked over and out unless revived.
Shooting range is up to the figure’s max movement. Shooting player declares target and rolls, defending player rolls. Low roll loses. If shooter is loser, the figure can’t shoot for two turns. If the target is the looser, it’s knocked over and out unless revived.
Knocked over figures can be revived by magical or medical figures. Player declares that a figure is going to revive another. Reviving player roll dice like they were attacking, another player rolls twice the target figure’s defense dice. High roll wins.
Catapults and other siege engines are notoriously inaccurate and slow to fire. Catapults can fire once per turn. Use scatter dice.