Anatomy of A Wargaming Miniature

I have always been somewhat of a stickler for detail in my wargaming miniatures. Not only in the detail in the actual sculpt but the rules that put the figure to use. In fact I have a high degree of frustration with games that refer to the weapon a miniature may have as a “hand weapon”.

To me this is the equivalent of being stabbed with a knife by someone and telling the police you were attacked by someone with a “hand weapon”! duh!

I understand why games use these generic terms in rules but still for a long term set of rules to satisfy me they have to bring every weapon and piece of equipment depicted on my figure to life.

In this post I give an example of the anatomy of a wargaming miniature and how each of the items shown on this figure are dealt with in the game A Fatal Blow – my current solo wargaming skirmish game of choice.

First the figure:

This figure is from Reaper miniatures for the Pathfinder game system. His name is Valeros and he is an Iconic Male Human Fighter (I have no idea what significance if any “iconic” implies).

Looking at the figure he is armed with a broadsword, long knife, bow (probably medium or standard bow) and a quiver of arrows. He is wearing padded/leather armor including some padded gauntlets.

Ok, so let’s see how he stats up in A Fatal Blow:

Iconic Male Human Fighter – In A Fatal Blow the Fighter skill costs 300 xp points. A fighter is extremely proficient in combat in both attack and defense. Immediately upon becoming a Fighter a character receives a permanent +3 to their Attack and Defense Values. In addition, Fighters ignore all modifiers – including positive ones. Fighters do not suffer any negative modifiers for being wounded or anything else. A Fighter may use any weapon without penalty including axes. When using a weapon a fighter ignores its modifier to his Attack value and uses his normal attack value instead. A Fighter is classified as a Champion.

Broadsword – a Broadsword has a +1 modifier to attack; does 4D6 damage and has a base armor piercing value of 5; a Broadsword may also be used to ‘parry’. Any combatant armed with a weapon that can parry can reduce his chance of hitting by up to 4 points and in return decrease any one attacker’s chance of hitting him by the same amount.
Long knife – a long knife is not the same as a dagger in A Fatal Blow. A Long knife has a +3 modifier to attack; does 2d6 damage and may parry and assist. A weapon that can assist may be used in addition to another hand weapon to perform an extra attack without using an extra action by any character even if they normally cannot wield two weapons at once. When attacking roll a separate attack for this weapon. Each weapon must be held in a separate hand and no shield may be used. Each attack will still suffer a -2 modifier for ‘using two weapons at once’ as indicated on the Combat Modifier Table. An assist weapon may not be used with a two-handed weapon unless the character has a special skill that allows him to wield two handed weapons in one hand.
Leather/padded armor – All armor has an armor value which is cross-referenced on the Armor Save Table against the attacker’s weapon’s piercing value to determine the minimum number a character must roll on a d20 die to Save the wound. For Valeros this value would be ‘5’.
Gauntlet – there is no separate reference for gauntlets in the rules however using the ‘fistfighting rules’ a refereree or GM could give a small modifier to Valeros’ fistfighting attacks because of his gauntlets.
Bow – a bow in A Fatal Blow is either a long bow or short bow. Since Valeros’ bow is clearly too short to qualify as a long bow we will write it up as a short bow. A Short bow has a +2 modifier for ranged attacks; up to 4 inches is short range, 7 inches is medium range, 9 inches is standard range and 11 inches is long range; and 15 inches is extreme range [Note: only certain characters may attempt shots at extreme range in A Fatal Blow]; Shots at short range receive a +4 modifier, medium range +2 modifier, standard range no modifier, long range a -4 modifier; and extreme range -10 modifier. A hit at short, medium, or standard range does 2d6 damage; any hit at long or extreme range does 1d6 damage. Finally, a roll of ’20’ on a d20 when shooting means the bow is broken bow and must be discarded. Finally, a Short Bow has a rate of fire of ‘2’ shots per attack and has Short an Armor Piercing value of ‘9’ at short range; ‘8’ at medium range; ‘7’ at standard range; ‘6’ at long range and ‘4’ at extreme range.
Quiver of arrows – Valeros’ quiver of arrows could carry anywhere from 12 to 20 arrows for his short bow.
* * * * *
Fini – looking over Valeros’ equipment and corresponding statistics I would consider him well equipped to bring the fight to any opponent in A Fatal Blow. However with his light armor he can’t afford to take much damage so he would have to concentrate on ending the fight quickly. As a trained fighter though he has a consistent chance of hitting his opponent and can bring a consistent amount of damage with each successful attack! I would play him without hesitation!

One thought on “Anatomy of A Wargaming Miniature

  1. Years ago I played “Warmachine” at the LGS and was facinated by the warjacks in particular. Their weapons systems and their look went together so well, as well as their abilites.
    By the way, I figured out what to use in my AT43 for Alexander. I'm going to use the games workshop Necron Destroyer for Alexander and the Necrons Destroyers for the companion cav. They are very compatable with the Therians.Your minis and your game look really neat.

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