SCVM: Child Gangs Skirmish Game Rules
SCVM: Child Gangs Skirmish Game Rules
an Borsh, Clay
Sheleheda, Andrew Penley, Isaac Eddy, Mom, Dad
, and Leo
ART Public Domain Stuff FONTS Burvetica NC
Grim Freaks - Waclaw Traier 1550
Faces for a Dying Land Volume 1 & 2 - vil
1492 Quadrata te
Skin Graft - Miscast x bigboygametime
1742 French Civili
Ransom Text - Lettuce
Alte Caps t
Medieval Vectors - MiksKS Anglo-Saxon Projec
TSPN
Barton
Original text, IDEAS, game
design, and graphic design
Daniel Kai Martinelli
AKA Kaim_Works
AKAVerdigris
without possessions,
without purpose
are as their
parents are:
Scum.
2
SCVM is a 2-player, 28mm scale, mi
niature
agnostic skirmish game about
child gangs at the end of
the world.
dice
SCVM uses only one die: the d6. It will appear as a d3,
a d6, often as a 2d6, sometimes as a d18, and rarely as
a d66. To roll a d18, roll 3d6 and add them together.
To roll a d66, roll one d6 to be the 10’s place and the
other to be the 1’s place.
Dice Rolls (DR) determine the
success of most STAT checks taken by
the players.
DR ratings in SCVM are typically
al
DR7 on 2d6, meaning your 2d6 tot
must match or exceed 7.
contentious
Versus Rolls (VR) are reserved for
2d6s, apply
situations. Two opponents each roll
s; the
STAT modifiers, then compare result
higher total wins.
III
4
rules
for well
Adjusted
folk
5
6
MOVE: MOVE a model up to its SPEED in inches.
HIGHTAIL IT: MOVE again.
CLAMBER: The model ascends or descends an
unoccupied climbing feature and is placed at the top or
bottom.
7
Movement
A model's SPEED in inch
es is equal to 3 + GUILE.
They can move in any direc
tion up to their maximum
SPEED.
Terrain smaller than 1”
can be traversed withou
difficulty. Anything larger t
must be CLAMBERED.
CLAMBERING is
done at HALF S
using a ladder, whi PEED unless
ch allows FULL SP
EED.
Models can jump up
to 3” across on a
On failure, they fa GUILE check.
ll, taking 1 damag
(rounded down). e per inch fallen
8
9
Locked Doors
Roll a d6 when you
approach a door. 1-3:
The door is LOCKED.
4-6: The door is
UNLOCKED.
Take the PILFER
action to unlock a
door if you have
LOCKPICKS in
your inventory.
Alternatively,
make a 1d6
GRUDGE
VR against
the door
to break
it down.
X
11
12
13
14
All STAT
S begin at
Roll 1d6 for y Stats
0.
our STAT spre
ad and
allocate the valu
es to:
Glimmer Majickality,
childlike wonder,
joy in the world.
Increases
overall majickal ca
pabilities.
Grudge
Streng
th,
power,
disillus
ionmen
Increases t.
physical
capabiliti
es.
Guile ickery,
Nimbleness, tr
cleverness. Increases
movement speed
15
16
17
7
18
19
xx
21
Scofflaws have suffered greatly;
the joys of life have been flayed from their souls.
It has been replaced by an endless pit of rage
and desperation. Their high GRUDGE is the
only thing keeping them alive.
A Scofflaw’s
13-17.
YOUT
anywhere be H is
tween
+2 KNACK to GRUDGE.
-2 LACK to GLIMMER.
22
, at least
set a TR AP on terrai n piece you are touching ius. Any
Twice per game, AP has a 2" rad
an ACTION. The TR
Mouse
n the
2" from any model, as dly, that starts an action or moves withifor the
II
fri en
model, enemy or ge (ignoring defenses) and is immobil ize d
trapper radius takes d3 dama Then remove the TRAP from play.
rest of their activation.
n pilfering.
Make two PILFER rolls instead of one whe sufficient
VIII Come to
Naught
If any MELEE or RANGED attack misses you, you
may slip into their BLINDSPOT and move to an
unoccupied space within 3”.
IX Foresight
As an ACTION, force an opponent to activate a model
your model can see. You may then continue your
activation as normal.
10 Wee
Corpsman
+1bonus to healing when using a Medicine
Chest to aid a friendly model.
XI Swarm
Tactics
+1 VR bonus for each friendly model
within 3” of you.
XII Nope
You can make a GLIMMER check
to ignore d3 damage each time
you are hit.
23
Delusions
Players must roll a Delusion for thei
r gang of misfits. Delusions are
multi-step narrative beats that drive you
2d6
r gang to do horrible things. Some
are more horrible than others, but rest
assured that they are all horrible.
Lost Boys: They are certain they died long ago
but have forgotten how. They must retrace their Subjects of M
ic
steps to disappear completely. ki ngdom of mice th e: They seek the hidden
at rule over Helm
Discover how you were supposed to die. Seek out Ea rn the trust of stadt.
witnesses, graves, or old records. cheese, silver, and an old mouse with offerings of
Arrange your own funerals, ensuring they are properly Prove your worth devotion.
in
conducted. Survive and sieze a trial of cunning and knavery
will know. the throne. If you
Lay yourself to rest. Whether this means truly dying, falter, the mice
being reborn, or otherwise leaving this world behind.
Great Big Story: They
The Living City: They believe that Hel
think the world is a mstadt is
book, and they mu a dormant, sentient creature.
st write thems elves into legend. Feed Helmstadt with blood and treasure taken from
Steal a powerful person’
s
Perform a legendary act name to add to your tale. enemies or objectives
tha
Find the "final page". A sac t will be written into history. Discover the Heart of the City
the last word of a dying orared book, an old storyteller, or Awaken Helmstadt and prostrate yourselves at the
cle.
summit of its splendor.
A Feast That Never Ends: They are certain a
banquet is being held in their honor, and they Kings of Nowhere: They believe they have been
must find the way to the table. exiled from a faraway land and must reclaim their
Steal fine dishes, cutlery, and the best food you can throne.
find
Prepare the feast in a place no one else dares to. Create a "map" of your lost kingdom, marking places of
Serve the meal and invite unseen guests, who may interest
finally
arrive. Gather citizens, conscript the unwilling, recruit the mad,
Voidwoken: They seek to collapse reality into or raise the dead.
Reclaim your capital, which might just be an abandoned
nothingness by unraveling the threads of ruin on the battlefield.
existence.
Learn the words of a prayer that does not belong to any Fury of the Small: They seek to eliminate all
god you know scvm older than them. Maturity is an attack on
Speak it in the right place
Collapse reality in a final, cataclysmic act that reshapes
them personally.
the battlefield. Forgo all AGING rolls
Murder a number of enemy scvm equal to your oldest
You Will Melt: They believe themselves apostles of the model’s YOUTH.
Dead Sun. They aim to burn as much of the world as Pit your own models against each other. Last one standing
possible. is the youngest.
not reach. Caves, ruins,
Find the places where the sun does
forgotten alleys Utterly Insane: They have lost their grip on
Bring fire to these places, illumi
nating what was meant to
reality. Nothing makes sense.
stay dark
what it was meant to Every model’s highest stat must be GLIMMER; all models
Let it spread until it consumes
self. may glimmer Miracles, but they must be rolled randomly
destroy, whether Helmstadt or your
each time
Roll on the table of troubles each time you fail a GLIMMER
Big Steppas: They believe themselves to be elephants check
in every way but in flesh. Runtlings may now wear heavy Have your enemy LOSE 3 total models.
things and wield unwieldy weapons.
Outfit every model with Heavy
or Plate armor
24
weapon
Equip every model with an Unwieldy HP.
Reduce an entire troupe’s mode
ls to 0
Outfitting
your troupe
ged
Your SCVM have scaven
SILVER from the
30
and provisions.
to
ood money
Use this bl
e
troupe to th
outfit your
will
r ability. It
best of you
; you
rly enough
not be nea
t you
wanting, bu
will be left
do.
must make
give it up.
Keywords
All weapons have
multiple KEYWORDS;
25
MUNDANE w weapons use
eapons UNWIELDY
use one weapon ots.
slot. both weapon sl
MERCILESS ck up
weapons RANGED weapons can atta
add damage
Damage Bonuses to 12" away and ignore
(DB) to Versus NGED
Rolls from failed VR rolls. RA
(VR). cannot target models
weapons
26
Weapons
2d6 Name Keywords DB Cost
Board with Nails [MUNDANE][GRUDGE][BARBED] -2 [1s]
Well-worn Shortsword [MUNDANE][GRUDGE] 0 [4s]
Black-Stained Cutter [MUNDANE][GRUDGE][MERCILESS] +1 [6s]
Chipped Knife [QUICK][GUILE] -1 [2s]
Cowards Skean [QUICK][GUILE][INFECTED] 0 [6s]
Rogue's Reitschwert [MUNDANE][GUILE][SHREWD] +2 [8s]
Guard's Old Longblade [UNWIELDY][GRUDGE] +1 [4s]
Thorn-Covered Woodaxe [UNWEILDY][GRUDGE][BARBED] +2 [6s]
Dead Man's Flamberge [UNWIELDY][GRUDGE][MERCILESS] +3 [10s]
Storm-Weathered Shortbow [UNWIELDY][GUILE][RANGED] +1 [5s]
Finnias' Crossbow [UNWIELDY][GUILE][RANGED][SHREWD] +2 [15s]
Name
1d6 Effect Vr Cost
Light -1 [3s]
Medium -2 [6s]
Heavy -1 GUILE -3 [16s]
-2 GUILE. +2 GRUDGE to wear. -4 [36s]
4 Plate All FALLING is considered from +3”.
27
Provisions
1d6 Name Effect Cost
Arrows 5 Arrows [1s]
Unlocks LOCKED doors on
Lockpick [1s]
successful PILFER. Single use.
Lantern Allows models to see in the dark. [3s]
Bandoleer +2 STASH slots [5s]
For CLAMBER and bridging gaps.
Ladder Takes up 2 STASH. [5s]
Cures INFECTION.
Medicine Chest Heals d6 HP. 3 uses [6s]
28
Loot d66
You find a pebble in your shoe.
Putrid rat corpse with edible grubs. +1 FEED.
Random weapon.
3 Silver.
A handful of crickets. +1 FEED.
10 Silver.
A prayer to a forgotten god.
Random armor.
A handful or rusty nails and splintered wood.
13 Silver.
An empty storybook.
5 Silver and +1 FEED.
Fine china.
Really shitty china.
10 Silver and random weapon.
Nutrient-dense paste. +3 FEED
Random provision.
20 Silver.
2 Silver.
d3 beautiful candles.
Bag of 100 caltrops [2 TRAPS].
2 Random provisions.
Love letter from a noble’s wife.
2 Random armors.
29
A platter of stinky, mouldering cheese. +2 FEED
1 Silver. Darn.
A glass jar filled with fermented cabbage. +2 FEED.
A flea-ridden mattress. +1 FEED.
A skull with its brain still inside.
A most-likely stolen jewelry box, empty.
You find a loot Gublin. 2d6 Silver and 1d6 FEED.
Weapons stash. 1d3 Random weapons.
Ring of keys. 1d3 automatic door unlocks.
A tuft of the mayor’s hair. +1 FEED(?)
Sudden wonder. Random MIRACLE.
A pebble in your shoe-again?
30
12” of
ithin
odel w Fera
e : Ta rget m d 6 ” in any l Che
rub:
us ES Targe
Dollho
for 1
r fo e , MOV to fall, round t mo
del ta
iend o forcing
it . Th kes fl
you, fr
restric ey ig ight
in g tions nore
clud bat.
on, in
and m all te
directi e com ove a rrain
or leav t dou
g e in melee, ble S
PEE
enga Awa D.
y! A
Target w a
Kindness: you y !: A
Unwarranted are p
ush l l mo
reg ains d6 HP. ed ba d
els w
1" of you ck as ithin
model within Rabbit Fingers: Ma k if S 1" o
of e Me HOV f
ithin 12" PILFER from up a t: Ta ED.
a model w you r r
Doubt: If make a
ipens g et co
Sudden A C LE , to 12" away. into
1 FEE
r pse w
ithin
MIR
mers a u win, D. 12" o
you glim them. If yo f
M E R V R against Inciting
GLIM Incident:
s.
ACLE fail
You and
models w all
their MIR ithin 1" of
you gain
to VR. +d3
n the wind: This incl
Must have bee udes enem
12" of you models. y
Target model wit hin
.
enters BLINDSPOT Foster Child: If a mod
el within
12" of you is ATTACK
Ill Will: Target model within 12" ED, roll a
d3 and subtract the total
of you suffers d3 damage. from the
attackers VR.
31
m u s t b e
se e n t o
be
B e l i e v e
32
D
Table of Troubles
One player rolls on the Tab
le of Troubles at the end
of every round for a
random event that impacts
someone, everyone, or no-o
ne. For more chaos,
both players may roll.
d66
The Sky
Burns!: A
ball of fire
Cosmic Whisper: An old
from the Dead Unknowable Lore: An
Sun crashes at a
unknowable eldritch stumbles into the
randomly det hermit
ermined spot, settin
g
fire to that being speaks to the babbling about a
part of the fray,
battlefield.
minds of all present, He won’t leave
The fire beg
ins at 1d6" prophecy.
x 1d6" and
causing
spreads eve
ry subsequen
players to until someone listens.
t round by
the same am reroll their Delusions.
ount. Fire
deals 1d3
Better Left Untouched:
damage on
contact.
Someone accidentally
wandering activates
Unin v
ited uest: G A
Double Dealer: One battlefield,
a cursed artifact, reduc
ing all
olls onto the
merchant str dice rolls by 1 for the
random troupe member to rest of
to sel l trinkets
attempting the round.
switches allegiance to the
- Use the
mid battle.
everyone
other side for this round.
Peddler's stock.
Unruly Spectators:
ranges by half.
to be CL AMBERED for the ne t round.x garbage, dealing 2d6
round, ha
s 6 HP,
and uses
a
blocking paths and entangling pitchfor k. He ha s no damag knight demands a duel with
the strongest model on the
nearby models.
Silence Falls: The battlefield is field. They wield a Dead
Man's Flamberge, wear Plate
Malice: A
Indiscriminate hit by a wave of silence—no
random warband
member becomes
magick can be used for the round.
armor, and have 10 HP This
can be PILFERED off of them
tely attacking
enraged, immedia
mo del regardless of
the closest if they lose.
allegiance. al portal opens
Be wilderment: From the Othe
r Side: A magic
blin. It
A random warband a confused Gu
and spits out
Mind Blank: A random troupe res t mo del with a
member acks the nea
rolls a immediately att
member develops sudden and to whence it
inconvenient amnesia, forgetting
random Miracle.
Chipped Knife
before ret urn ing
came. VR +2
all QUIRKS for the round.
model of your
oss the sky, granting one
Wish: A comet streaks acr
STATS for
er. +1d6 spread across any
choice a brief surge of pow
the rest of the scenario.
34
Downtime
Downtime actions happen post-scenario.
Even scvm deserve rest.
Redis trubu te
You may switch around the items each model is
equipped with. Purchase new items too, if you wish.
OBJECTIV
E
Pilfer as much LOOT as you can from
both the manor and
other troupes. Steal, backstab, and cheat
your way to the top.
SETUP
Players take turns placing walls and
other scatter terrain in
the center of the board to represent
the manor. Include as
many rooms and interior walls as you
would like.
DEPLOYMENT
Players select a deployment edge and place models within 3”
of the board.
39
TROUBLE
Guards begin investigating the commotion from round 3
onwards. Any model caught 3 or more inches outside of the
manor is immediately apprehended and is considered
LOST.
and make-believe? Or shall you return to all, in gleeful abundance, the great wickedness that has befallen you?