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Friday, June 19, 2009

[Language][Milieu] Duhen Shes Wied’am-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

And, in case you were wondering what Duhen Shes Wied'am means:
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Duhen Shes Wied’am

Duhen:
Least-Duty, Wrought Spirits, Abiding: Freewill Dedicants
-and-
Abiding Spirit, Least Wrought, Duty: Guardians of Exile

Shes:
Subtle-Work, Subtle-Spirit: Blessed
-and-
Subtle-Spirit, Working-Subtly: Efficacious

Wied'am:
Very-Least-Breath, Spirit-Duty, Heavenward Journey: Dedicated [even to the] Death
-and-
First-Journey, -Dutiful-Spirit, Dust-wind: Discorporating and Returning to Origin

[Milieu][Wargaming] R'Tshen Skirmish/Tactical Rules-

Badelaire said...

Unless I missed it in an earlier post, any chance of a summary of these skirmish rules, perhaps what sort of troop level they work at, any comparable rules sets you're coming close to? I'm always interested in new skirmish/wargaming rules sets.


Badelaire, et al.,

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

R'Tshen, which, when translated into English, means, "Ranks -- Exceedingly-Subtle, (Dedicated), Ready", is a miniatures combat training game for the Duhen Shes Wied'am warriors of the Durn Holy Kingdom.

The Duhen Shes Wied'am are folk (male and female) who have lived their life, and want to give back to the Community with the rest of the time allotted to them. To do this, they exile themselves outside the massive circular wall which surrounds the Holy Kingdom, into the profane world, where they build, maintain, and man fortifications. Their task is to try and persuade raiders/invaders/miscreants to turn away before Wrath rain down upon them from On High.

Barring the abandonment of their opponent's folly, the Duhen Shes Wied'am swarm from under-sand corridors to isolate small units of the enemy, so as to make their holy work more efficient (and reduce the DSW casualties, naturally). Even when their foes are at their mercy, the DSW attempt to pacify the attackers.

To train for combat, the DSW utilise R'Tshen to illustrate both squad (Draslin) tactics, and the consequences of defeat. Players take their figures (Zaul) and place them, with the DSW generally given first-go, and the attackers positions randomly determined based on the outter ranks of the DSW set-up.

The R'Tshen rules exclusively use lots and markers/tags to indicate the Zaul's status, as well as conducting all Actions. Figures generally represent either a Draslin, made up of five Dras, or its leader, a Drasl. If a Draslin is damaged, survivors may rally and form a new Draslin. If not, they will usually be attached directly to a Drasl. If this is the case, they are known as Endras. Dras without either a Draslin, or a Drasl are still capable of individual action, but lose a great deal of effectiveness.

It is a 1 Hit = 1 Trooper scale, but allows for 'dodges' that either outright negate the Hit, or reduce them to half-Hits, which do not affect Combat Actions, but do penalise Movement and non-Combat Actions (Correcting Machinery, Item Use, etc.).

Penalties and Bonuses use multiple Lots per Action, with the worse/worst, or better/best of them determining the result. All Lots have one of six colours, as do each of the Zaul. Only on a Draw of their Colour does a Zaul meet with Full Success. Partial Success is generated by associated Colours, and are further delineated by Like and unLike Lots.

Drasl are 5-Hit figures capable of any-, and everything that Dras, Draslin, or Endras can accomplish. Their prowess and Divine favour also manifests in their ability to automatically detect Ambush and Traps, but even still, Draws are necessary to warn their Dras in time.

Since most scenarios outside of League-play are not connected, healing is generally not a major feature, but is addressed. Drasl can contribute 3x as many Lots toward Healing.

Grognardian Madness! Madness, I Say!

James Maliszewski of GROGNARDIA has posted my favourite Erol Otus Drow image.

Thanks again, James. :)