I'm a fan of Pig Wars by Tod Kershner, and here is where I keep
usefull data files for the game that I have found.
More PigWars fun and information is always to be had at the Pig Warriors
Yahoo Group
My own Pig Wars errata / house rules:
- Looting Sheep.
Sheep aren't on the PigWars looting table. We award the same points as for
a calf. 1 man can drive 3 sheep.
- Mounted Capture
Mounted warriors who come into contact with captureable villiagers with
1/2 or more of their move remaining may use the rest of their turn to hoist
the villiager onto the back their horse. On the next turn they may move off
with -4" to their movement allotment. This allows prisoners to be spirited
away to the nearest table edge much quicker than being driven by a warrior
afoot.
- NPC Fighters
Civilians that are armed with either a traditional weapons or farming
impliments may and will fight back rather than be captured. They fight as UA(0).
Scythe wielders and woodcutters should get the Double Handed Edged bonus for
their axe/scythe. If you don't have a GM or player controlling them, you can decide before hand if
all/some of them will fight, or if they are more cowardly and will retreat, or
perhaps they will always fight to defend women/children, as the scenario may
suggest.
- Difficult Terrain.
The existing difficult terrain rules seem adequate for some things like
unknown depth of a river, but in other instances the random penalty seems to
severe. For climbing over walls we use: 1" up, 1" over, 1" down, = 3", x2
for being difficult = -6" subtracted from movement allowance to traverse.
- Priests/Shaman:
These should be rare, and inclusion dictated by scenario.
Since 'units' in the traditional sense are not present in PigWars, we
suggest a range for the psychological effects of shamans. Any 0-2 stripe
troops within 4" of a shaman may fight at one morale grade higher than their
natural ability the first time they engage melee. If they win, the bonus
continues. If they lose the engagement, all fight at -1 morale grade for the
rest of the game as they are now disenchanted. If the priest is with a
shieldwall, the bonus affects the whole wall, even if it extends beyond 4".
- Gruesome Death
Leaders, elites, (3 stripes, fanatics, beserkers etc) armed with a
sword, and the appropriate cultural background may have this skill as dictated by the scenario. If they win a melee by more
than 4 points against anyone but shieldwall opponents) They count as having
beheaded their opponent and taking the head as trophy. If friendlies (to the
now headless corpse) are forced to check morale on the turn of the
beheading, they check at one grade lower if they were within 4" of the
beheading and thus witnessed it. This makes a good scenario basis as well,
having a figure make a vow to his god to take as many as possible, and get
points for each one. A corralary is to have him be worth increasing points
to the enemy if they kill him, for each of their number he has desecrated
thusly.
- Woods
Again, the difficult terrain can make things too slow. Consider making
movement through woods 3"+D4 for infantry, rather than random.
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