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Turn Sequence
1.
Roll for initiative.
2.
Winner rolls to activate first model.
3.
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.
1. 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 its best not to
plan set turn limits for your games before you get to know the game a bit.
2. 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 1. Nominate model = name the model e.g. I want to activate the orc warboss
2. Name actions e.g. I would like him to run, and jump onto the balcony (two actions,
RUN/JUMP,4+/3+)
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.
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, Ballista etc 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
Punch - +1
(medium range 10
inches)
Kick - +2
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.
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
City Grounds has been written with maximum flexibility in mind. Henceforth we dont 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
MOVE
3
(ogres, orcs, beasts, large
creatures, heroes, etc)
Heavy Armour
(plate, steel,
samuri, rought
iron)
AC 5
10
(cavalry basic
move)
Pts: 10
2
(Humanoid, Undead,
Ratmen, Dwarves, etc)
Pts: 7
Pts: 10
2
Pts: 10
Chainmail
Armour
AC4
Pts: 7
Pts: 7
1
(small creatures, goblins,
dogs, halflings)
Light Armour
(leather, cloth,
shroud)
AC3
free
free
Pts: 5
6
(everything else)
5
(goblins,
dwarves,
halflings)
10
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
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
Bow 10 Pts
Concealed Sleeve Dagger 10
Pts (+1 to ALL combat
activation rolls in hand to hand)
Additional Items
Shield 10 Pts
Extra Padding 5 Pts (+ 1 DEF
OR allows two re-rolls during
activation for combat rollsonce used, padding is
considered damaged)
Steeds
Horse 10 Pts
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.
11
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
1. The first scenario in the defence for Lesterheim is a shrine defence. To win this
scenario 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
GUARD SETTUP
Tower
Daemon Settup
Shrine
12
The Factory
D
a
e
m
o
n
s
13
4x GUARDS 2 wnds
STR: 2
DEF: 2
AC: 4
MOVE: 6
TOTAL: 21 x 3 = 62Pts
STR: 2
DEF: 2
AC: 4
MOVE: 6
OTHERShield (10pts, Ability to shield)
TOTAL: 31pts
14
TOTAL: 29 x 4 = 116
3X RIPPERS 2wnds
STR: 1
DEF: 1
AC: 4 (spiky hide)
MOVE: 6
TOTAL: 7 x 3 = 21pts
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.
15
EMPTY TABLES
Action Table
Difficulty Difficulty Difficulty Difficulty Difficulty
3+
4+
5+
6+
(2 dice)
16
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:
17
NAME:
STR:
DEF:
AC:
MOVE:
OTHER
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER
TOTAL COST:
NAME:
STR:
DEF:
AC:
MOVE:
OTHER
TOTAL COST:
18