Open Crush-Finale Wargame.
Open Crush-Finale Wargame: Expanded Universal Core Ruleset
Designed as a flexible and genre-agnostic foundation, these rules can be adapted to historical, fantasy, science-fiction, or any other thematic setting. They are fully open and can be shared, modified, and expanded upon without restriction.
1. Introduction
Scope and Intent:
This ruleset provides a comprehensive framework for playing tabletop wargames with either miniatures or player-crafted tokens, suitable for any style and scale. By offering flexible guidelines rather than a specific setting, it allows you to create battles that match your chosen theme—be it medieval knights clashing on a grassy field, futuristic soldiers exchanging laser fire among ruined colonies, or monstrous creatures battling in cursed forests.
Players are encouraged to treat these rules as a toolkit. Use them as written for a straightforward gaming experience or tailor them extensively to introduce unique abilities, advanced weapon systems, specialized terrain effects, and narrative-driven campaigns. The examples, measurements, and point costs offered here are suggestions rather than strict mandates, providing a starting point for customization.
2. Core Components and Requirements
2.1 Miniatures, Units, and Player-Crafted Tokens:
- Miniatures or Tokens: Each player assembles a collection of units, which may be represented by traditional miniatures or by tokens that the player crafts themselves. To accommodate all play styles and budgets, we provide printable token sets in our Starter Sets section on the official website. Players can create, download, print, and cut these tokens to field a fully visual, coherent force without needing to invest in physical miniatures.
- Unit Representation: A single miniature or token might stand for a powerful hero or a monstrous beast, while a grouped base or multiple tokens arranged together could represent an entire squad of infantry or a team of specialists. This approach gives players full freedom to shape their forces according to their preferences and resources.
- Unit Differentiation: Units vary in form and function. Some will be numerous and inexpensive, representing conscripted infantry or basic drones. Others, like elite knights or advanced mechs, are tougher, faster, or more lethal, justifying a higher point cost. By mixing different unit types, players can create forces that reflect their tactical style, narrative themes, and personal creativity.
2.2 Dice (D6):
- Standard Dice Rolls: Actions and combat outcomes are resolved with six-sided dice (D6).
- Thresholds and Modifiers: Results are measured against target numbers (e.g., a hit on 4+). Adjusting these thresholds or adding modifiers reflects skill differences, superior equipment, or difficult conditions.
2.3 Measurement Tools:
- Tape Measures and Rulers: Distances are measured in centimeters or inches. Players agree on a measurement system before the game.
- Scaling to Your Space: For large miniatures or big battlefields, increase all distances proportionally. For smaller spaces or reduced scales, shrink the measurements accordingly.
2.4 Playing Surface and Terrain:
- Battlefield Setup: Any flat surface can serve as a battlefield. Common sizes range from 90x90 cm to 180x120 cm (3’x3’ to 6’x4’). Adjust as needed based on scenario scope.
- Terrain Features: Hills, forests, rivers, ruins, and buildings add depth to gameplay. Determine how each type of terrain affects movement, line of sight, and cover before starting. Terrain pieces can be handcrafted, commercially purchased, or represented by simple proxies such as boxes and printed terrain tiles.
3. Force Creation and Unit Profiles
3.1 Determining Army Size:
- Point Limits: Players agree on a points total (e.g., 500, 1,000) to build their armies. This ensures that both sides start with equal opportunities, promoting balanced gameplay.
3.2 Creating Unit Profiles:
Assign each unit a profile detailing its capabilities. At a minimum, consider the following attributes:
- Movement (M): How far the unit moves per turn.
- Ranged Skill (RS): The roll required to hit targets at range (e.g., 4+).
- Melee Skill (MS): The roll required to hit in close combat (e.g., 3+).
- Defense (D): The die result needed to negate hits and avoid casualties (e.g., 5+).
- Wounds/Models (W): How many hits the unit can sustain before it’s removed. A single heroic figure might have multiple wounds; a squad might have one wound per model.
- Point Cost (PC): Used for army building. Assign values to reflect the unit’s quality, speed, firepower, and survivability.
Example – Basic Infantry Squad:
- Movement: 10 cm
- Ranged Skill: 4+ (with basic bows or rifles)
- Melee Skill: 3+
- Defense: 5+
- Wounds: 5 (representing 5 models, each with 1 wound)
- Point Cost: 5 models x 10 points each = 50 points total
3.3 Special Abilities and Keywords:
Add abilities to differentiate units further. For instance:
- “Heavy Armor”: Defense succeeds on 4+ instead of 5+.
- “Marksman”: Ranged attacks hit on 3+ instead of 4+.
- “Inspiring Presence”: Allies within 10 cm get +1 to Morale Checks.
Increase point costs accordingly when adding powerful abilities to maintain game balance.
4. Deployment and Battlefield Setup
4.1 Choosing Sides and Deployment Zones:
- Each player picks a table edge. Mark a deployment zone (e.g., within 20 cm of that edge) where units begin the game.
- If symmetry is desired, both players deploy at opposite ends. For narrative scenarios, one player might start in defensive positions while the other attacks.
4.2 Objectives and Scenario Conditions:
- Place objective markers on the battlefield (e.g., supply crates, relics, strategic hills). Establish rules for controlling them and how they influence victory.
- Players may opt for classic scenarios—annihilation, holding objectives after a set number of turns, or capturing specific locations—or design custom narratives to guide their battles.
5. Turn Structure and Gameplay Phases
5.1 Alternating Turns:
Players alternate turns. Each turn has four phases for the active player:
- Movement Phase
- Ranged Combat Phase
- Melee Combat Phase
- Morale Phase
After completing these phases, the active player’s turn ends and the opponent takes their turn. Continue until a victory condition is met or the agreed turn limit expires.
6. Movement Phase
6.1 Movement Basics:
- A unit may move up to its M value in centimeters or inches.
- Units cannot move through impassable terrain or enemy units.
- Difficult terrain (e.g., dense forests, rubble) may halve movement.
6.2 Charging into Melee:
If a unit can reach base contact with an enemy during its Movement Phase, it locks that enemy in close combat for the subsequent Melee Combat Phase.
6.3 Optional Facing and Formation:
For added complexity, require units to expend movement to turn or maneuver. This can represent disciplined ranks of soldiers or the sluggish pivoting of heavy war machines.
7. Ranged Combat Phase
7.1 Line of Sight and Range:
- To fire, a unit must have a clear line of sight. Terrain and other units may block this line.
- Determine weapon ranges before the game. Standard bows might have 30 cm range, rifles 50 cm, etc.
7.2 Making a Ranged Attack:
- Roll 1D6 per ranged attack. A unit with RS = 4+ hits on 4, 5, or 6.
- If the target is in cover (behind walls or in dense terrain), attackers might need a 5+ instead of 4+.
Example:
A squad of 5 archers (RS = 4+) shoots at infantry behind a low wall. Due to cover, they need 5+ to hit. Five dice are rolled; each 5 or 6 is a hit.
8. Melee Combat Phase
8.1 Engaging in Melee:
- Units in base contact fight in close combat.
- Decide if attacks occur simultaneously or if the active player attacks first. Simultaneous attacks often feel more balanced.
8.2 Making a Melee Attack:
- Roll 1D6 per attacking model. If MS = 3+, each die that shows 3 or higher scores a hit.
- Special rules may give bonuses on the charge or allow re-rolls of failed hits.
9. Damage Resolution and Morale Phase
9.1 Defense Rolls:
- For each hit suffered, the defender rolls a D6. If their Defense is 5+, each 5 or 6 negates one hit. Failures result in casualties.
9.2 Removing Casualties:
- Remove one model or wound per unresolved hit. For squads, remove models from the back or use counters to track remaining wounds.
9.3 Morale Checks:
- If a unit loses more than half its models in one phase, make a Morale Check. Roll 1D6; on a 2 or less, the unit retreats.
- Retreating units move back towards their table edge at half speed. On subsequent turns, they may attempt another Morale Check to rally.
10. Terrain Effects in More Detail
10.1 Defining Terrain:
- Forests: Halve movement. Units inside benefit from cover, forcing attackers to hit on 5+.
- Hills: Grant elevated line of sight, allowing units to see over lower obstacles.
- Buildings and Ruins: Impassable except through entrances. Units inside gain heavy cover, making ranged hits more difficult.
10.2 Environmental Hazards (Optional):
Add complexity with marshes that require a test to avoid being stuck, or magical fields that reduce Morale.
11. Advanced Customization and Unit Creation
11.1 Balancing Units:
- Increase point costs for units with superior skills or defenses.
- Add abilities like “Flight,” “Armor-Piercing,” or “Regeneration” and raise the unit’s point cost to maintain fairness.
11.2 Equipment and Weaponry:
- Standard ranged weapons (RS = 4+ at moderate range).
- Advanced weapons (RS = 3+, longer range, or ignore cover) cost more points.
- Melee weapons could grant bonuses on the charge or allow re-rolls.
Example – Elite Marksman Team:
- Start with a standard infantry model (10 points).
- Upgrade Defense to 4+ (Heavy Armor): +5 points.
- Improve Ranged Skill to 3+ (Marksman): +5 points.
- Add “Sharpshooter” to ignore light cover: +5 points.
- Total: 25 points per model. A 3-model team costs 75 points.
12. Victory Conditions and Scenarios
12.1 Simple Victory Conditions:
- Total Annihilation: Win by destroying all enemy units.
- Objective Control: After six turns, the player holding the majority of placed objectives wins.
12.2 Scenario-Based Play:
- Hold the Bridge: Control a bridge after 5 turns.
- Resource Raid: Gather more scattered supply tokens than the opponent by turn’s end.
12.3 Custom Scenarios:
Adapt victory conditions to tell a story. Introduce time limits, reinforcements, or unique terrain effects.
13. Progression and Campaign Play (Optional)
Link battles into a narrative campaign:
- Experience: Units surviving battles gain experience, improving attributes or morale.
- Injuries and Recovery: Heroes may carry wounds from one game to another.
- Territorial Control: Victories grant advantages in future battles, such as extra points or special equipment.
14. Community and Open Licensing
14.1 Sharing and Modifying Rules:
These rules are open and free. Use them as a base to create your own wargame, integrate them into a club campaign, or publish supplements without restriction.
14.2 Encouraging Creativity:
Players are invited to share their homebrew unit profiles, terrain rules, and scenario packs. Over time, this collective creativity can spawn a rich ecosystem of customizable rules, ensuring that no two battles need ever be the same.
Conclusion
This expanded universal ruleset, now accommodating both miniatures and player-crafted tokens, provides a versatile and accessible foundation for tabletop wargaming. Adjust, refine, and develop it as your imagination sees fit. By combining these open-ended guidelines with your personal narrative choices, you can design a wargaming experience as unique and complex as the worlds you dream up.