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Catacomb Tussle

Catacomb Tussle is a skirmish game where players control warbands of kobolds competing for loot under the watchful eye of a dragon overlord. The game features various mechanics including movement, attacking, and sudden complications that can alter gameplay. Players must strategize to collect loot while managing the incompetence of their characters and the potential for chaotic events.
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0% found this document useful (0 votes)
10 views8 pages

Catacomb Tussle

Catacomb Tussle is a skirmish game where players control warbands of kobolds competing for loot under the watchful eye of a dragon overlord. The game features various mechanics including movement, attacking, and sudden complications that can alter gameplay. Players must strategize to collect loot while managing the incompetence of their characters and the potential for chaotic events.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Catacomb Tussle (very beta)

A skirmish game of greed, incompetence and aerodynamics


Catacomb Tussle
_____________________________________________________________________________

You command warbands of incompetent, greedy and surprisingly aerodynamic kobolds,


fighting for glorious shiny loot and the attention of their benevolent dragon overlord.

_____________________________________________________________________________

The Most Important Rule: If you find any mechanic that can be interpreted in
multiple ways (I’m sure you will), talk with your opponent and pick an interpretation that
sounds most fun for you both.

Line of sight: this game is flat. If you can trace an unobstructed line between the
bases of two figures, they can see each other.

Preparations
• You start with 2*2 ft surface. Fill it with a handful of terrain pieces.

• First, roll d3+4 for game length (in turns)

• Take d6+6 loot tokens. One is placed in the center of the table. The rest is scattered
2d6 inches away from the center in a random direction. Roll for each individually.
Reroll if lands in an inaccessible location.

• Players roll off. Winner determines their starting table edge and deploys first. Loser
deploys second and goes first.

• Deploy all your figures in the base contact with your starting edge.

• Roll d6 for Sudden Complications.

• You’re ready to go.


Sudden Complications
D6 Sudden complication

1 Your benevolent dragon overlord is soaring closely over the area and is very cranky.
Game lasts 2 turns less. At the end of the turn, the figure carrying the most loot
tokens suffers d6 damage and drops loot. On a tie, pick a random target.

2 Each player picks a random figure from their warband. Now they are secretly
madly in love with each other and can under no circumstance attack or try to
directly harm each other in any way (random collateral damage doesn't count).

3 Cunning plots! Conspiracies! Confusion in the ranks! Both players randomly pick
one Mook from their warbands. Remove them from the battlefield and swap
between the players. Immediately deploy them following the usual rules.

4 You employ a grand strategic scheme (some of your warband members misheard
your orders and accidentally wandered too far). D3 figures from each warband
move 6 inches forward, trying to get as close to the enemy table edge as possible.

5 It’s surprisingly calm today. Almost too calm. No complications.

6 Place additional d6 loot tokens. Someone is gonna get rich today.


Playing the game
Game lasts d3+4 turns. After that, your benevolent dragon overlord appears and
confiscates the rest of the loot for themselves.

Each turn, players alternate activating their figures one at a time until every figure is
activated. During its activation, a figure can move up to 6’ and then make a single attack.

Movement
• impassable terrain and other figures block movement

• If a figure enters base contact with an enemy figure, its movement immediately
ends. You can’t enter base contact with several enemy figures simultaneously.

• If during movement figure enter contact with a loot token, the figure automatically
picks it up and can continue movement

Attacking
There are two types of attacks: melee and ranged.

Ranged attacks can only be made by figures carrying missile weapons (obviously).
To make a ranged attack, pick a visible target and roll a single d6. On a result of 5 or
higher, it suffers d3 wounds and drops loot.

Melee attacks work as following: Both figures roll a single d6 each and apply all
possible modifiers. Whoever rolled higher, wins. A figure that loses suffers d3 wounds,
drops loot and is forcibly launched d6 inches directly away from the winner. If, as a result,
it collides with another figure or an impassable terrain, it drops loot again and stops.

On a tie, no damage is dealt and the active figure falls back 1 inch away.

If, for some reason, after combat resolution figures remained in base contact,
somehow move them apart slightly to break it. Stick a finger between them or something.
Carrying and dropping loot
Each figure can carry any amount of loot tokens. However, if it carries more than
one, it counts as encumbered. It suffers -1 penalty to melee attack rolls and move distance
(voluntary ones, knockbacks and other don’t count)

Every time the figure should drop the loot, if it is carrying any loot tokens, place
one of them anywhere in base contact with the model. It is no longer carried.

Under no circumstance a sane kobold would voluntarily drop a loot token.

Suffering wounds
When a figure suffers a total amount of wounds equal or higher than its Hit points
stat, it immediately drops every loot token it carries and is removed from the table.

Model Hit points

Mook 6

Honcho 10

Honcho, Who 13
Is Actually Two
Mooks In A
Trench Coat

Assembling the warband


Your warband consists of one Honcho and five loyal Mooks.

Your Honcho is the only competent person in the warband who actually knows
where the pointy end of the weapon is, so they add +1 bonus to their melee and ranged
attack rolls.

Each model must pick one weapon loadout; additionally, your Honcho can pick one
of the Special Gizmos and Features™ from the Special Gizmos and Features™ list.
Weapon loadouts
• Hand weapon: no combat bonuses or penalties. The figure can never be
encumbered.

• Hand weapon and shield: for each wound suffered, roll d6. For each result of 5+,
this wound is ignored.

• Heavy weapon: deals d6 damage on successful attacks. Ties count as losses (until the
enemy figure is also armed with heavy weapon, in which case the tie is resolved as
usual)

• Missile weapon (no more than 2 per warband): allows ranged attacks. -1 modifier
to melee attack rolls.

Special Gizmos and Features™


• Is Riding An Ill-Mannered Dire Beast: can move up to 8 inches. However, at the
beginning of the activation, roll d6. On 1, the Ill-Mannered Dire Beast throws a
tantrum and prances 2d6 inches in random direction (or at least until it collides with
something). Can result in entering combat.

• Is Actually Two Mooks In A Trench Coat: hit points increased up to 13. Due to
two Mooks stacked on top of eachother severely reducing the figure’s aerodynamics,
each time this figure is knocked back, half the knockback distance (rounding up).

• Must’ve Been The Wind: this figure is extremely sneaky. Enemies can’t enter base
to base contact, attack or target it in any other way until they had it in their line of
sight at the beginning of their activation. Doesn't work if the sneaky figure is
encumbered.

• A Wondrous Makeshift Flying Device: instead of moving normally, the figure


can make a flight. Pick a direction; the model moves d6+6 inches in a straight line in
that direction ignoring any terrain, loot tokens or other figures. If the flying figure
ends the movement on the impassable terrain, it suffers d6 wounds and is placed in
the closest accessible point. If the flight ends on top of another figure, that figure
suffers d3 wounds, drops loot and is knocked back d6 inches (the same way as it
would in the case of losing melee). If the figure ends the flight on top of the loot
token, it is picked up.
• Once Found A Cool Shiny Stick And Now Wants Everybody To Call Them A
Wizard: the figure is a wizard and can once per game cast a spell. I wrote down a
whole separate chapter for that.

Using magic
After a wizard figure is deployed, roll d3 to determine which spell can it cast:

D3 Spell
1 Rain Fire From The Sky!

2 Turn Them Into Frogs!

3 Shake Earth Under Their Feet!

This spell can be used once per game instead of making an attack. To cast a spell,
pick a target, then flip a coin. On heads, apply spell effect normally. Otherwise,
additionally also apply the spell miscast effect.

Spell effects
Rain Fire From The Sky!
Target visible figure immediately drops loot and suffers d6 wounds.

• Miscast: the fire keeps raining from the sky and doesn’t seem to stop for a while.
Every other figure on the table also drops loot and suffers d3 wounds.

Turn Them Into Frogs!


Target visible figure until the end of the turn is turned into a frog. It drops all its loot
tokens, suffers -1 penalty to melee and ranged rolls and can’t pick up loot tokens.

• Miscast: ribbit. Every figure within 6 inches of the target is also turned into a frog.
The wizard is turned into a frog, too.
Shake Earth Under Their Feet!
Target visible figure immediately knocked back 2d6 away from the caster. If it collides
with an obstacle or other figure, it drops loot.

• Miscast: an impromptu redecoration of local landscape. All other figures and loot
tokens within 6’ from the target are knocked back d6’ away from the caster. All
terrain features within 6’ from the target are knocked back d3’ away from the caster.
The wizard is knocked back d6’ in a random direction. (Dropping loot on collisions
still applies)

End of the game


After the last turn ends, count up all loot tokens carried by your figures. Whoever
has more wins. On a tie, well, it’s a tie.

Todo list:
Maybe make spells a d6 table
Terrain rules
More gizmos

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