JAVUKCHARI
a fantasy miniature skirmish wargame
INTRODUCTION -This is a wargame developed by , and for , those of us who (a) are fantasy fans,
(b) have purchased our fair share of fantasy miniatures,(c) have neither the finances or time to commit to a  proper wargaming hobby-BUT who still want to kick some orc-butt when we have a spare hour to kill !!
All that is required is at least two players, a pile of fantasy miniatures, some terrain and six sided dice(1d6).
     
JAVUKCHARI is best enjoyed in a fast and furious fashion and I welcome any players to pass on any comments they may have to the following email address -[email protected]
1 - WARBAND CREATION - Is the warband good or evil - if good then you may take dwarfs,  elves and men in your warband . If evil you may choose orcs and men . The basic racial cost of a miniature with a one handed weapon is -
DWARF - 5
ELF - 5
MEN - 3
ORC - 4
The cost of a miniature increases with the arms and armour it carries . A miniature is considered equiped with whatever  can actually be seen on it and is costed accordingly. 
SHIELD +1       
LIGHT ARMOUR +1             
HEAVY ARMOUR + 2
TWO HANDED WEAPON  +1
THROWING WEAPON  +1
SLING  +2
SHORT BOW +3
LONG BOW +4
CROSS BOW  +5
For example -a dwarf warrior with chainmail, shield and  sword costs 7 points. Another dwarf with chainmail,  axe and a crossbow costs 11 points.
      Warbands should be of equal (ise) points value and  multiples of 50 points are suggested . the final size of a  warband will depend on how many figures you can  afford .
Once warbands have been created , set up a 24" x 24" battle field with one terrain piece per  five miniatures fielded by both sides. Each terrain piece should be no closer than 6" from a miniature of either side of the battlefields edge. Each player places a terrain piece in turn.
2 - LET BATTLE COMMENCE
Each player starts by rolling 1d6 for initiative . the player with the lower roll places this warband on the battlefield first on his side . All warband miniatures may be no more than 2" any from another warband member when initially placed and both warbands must be no closer than 18" from the other warband.
The player with the higher initiative roll goes first . During his turn each player moves each of his figures in turn. when this is done he may have any of his figures with missile wepons use them or engage in combat with any opposing figure if it is within 1" of it .
INITIATIVE
MOVEMENT
1d6 is rolled for each figures movement . added to the figures racial modifier, this is the distance in inches a figure can move that turn . 
DWARF + 1" , ELF + 4" , MEN AND ORCS + 2"
if after moving a figure does not fire a missile or engage another figure in battle it may be moved another 1d6".
A figure moving over difficult terrain , such as marsh-land , rocky ground , through woodland etc , as his movement halved over that terrain  and a figure cannot start or end his move on difficult terrain.
A figure thats moves over a wall or up a ladder loses 1d6" of movement. if this reduces his move to 0 or a minus figure , the figure is placed at the other side of the obstacle but cannot fire missiles or engage another figure in battle that turn .
FIRING MISSILES
A figure can only fire at another figure that is within range , has a straight line of fire to and that it can see , even if only partially.To determine a hit roll 1d6 and consult the range .
TO HIT -
SHORT RANGE - 4
MEDIUM RANGE - 5
LONG RANGE - 6
The actual range in inches depends on the weapon used .
range - short / medium / long
THROWN WEAPON - 3 / 6 / 9
SLING  - 6 / 9 / 12
SHORT BOW  - 6 / 12 / 18
LONG BOW - 9 / 18 / 27
CROSS BOW - 6 / 12 / 18
If the figure did not move that turn add one to the roll .
  If the target is behind soft cover (hedge etc.) subtract one from the roll.
If the target is behind hard cover (wall etc.) subtracy two from the roll.
If the missile is fired by an elf add one to the roll .  
ENGAGE BATTLE
Battle is engaged when a figure is within 1" of an opposing figure . Both sides roll 1d6 and the highest roll wins . The figure that moved into battle that round adds one to the roll . If his opponent is behind cover , such as wall , he adds one to his roll . If a figure is outnumbered in battle by opposing figures it rolls against each opponent individually but it subtracts one from the roll for each additional opponent..
Figures engaged in battle may not move or fire until their opponent is dead .
KILLED ?
To see if a hit figure is killed and removed from the battlefield , the figure who hit (attacker) rolls 1d6 and adds the appropriate modifiers . The figure who was hit (defender) also rolls 1d6 and adds the appropriate modifiers .
   The figure is killed if the attackers roll is higher than the defenders roll .
attackers modifiers -
SHORT/LONG BOW +1
CROSSBOW +2
TWO HANDED WEAPON +1
ORC IN BATTLE +1

defenders modifiers
SHIELD +1
LIGHT ARMOUR +1
HEAVY ARMOUR +2
DWARF +1 
javukchari is copyright 2004 of liam brennan
BASIC RULES
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HEROES
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