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Really crappy rules I wrote

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Jul 29th, 2015
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  1. HEAVY FIRE RULES
  2. (unit charts below)
  3.  
  4. REQUIREMENTS
  5. Ruler
  6. 3 Dice
  7. pennies and quarters or some sort of circles of 2 sizes that can go under models
  8. Some model buildings or something, I dont know.
  9.  
  10. models are 1:1 so squads all on the same base will not work.
  11. 1:72 scale infantry is best used, any era as long as they have guns.
  12. I found WW2 and modern to work the best.
  13. To keep whatever realism there is intact you may need to scale up or down
  14. the measurements to fit the figure size if you arent using 1:72
  15.  
  16. Line of Sight
  17. Line of sight is being able to draw a direct line to an object in a 180 degree
  18. or half circle of where the unit is facing.
  19. I suggest you use this chart here for help with this
  20. http://helpsharepointvision.nevron.com/Chart/Scales/ViewScaleLabelAngle0.PNG
  21.  
  22. Action Points
  23. Each unit has a set number of action points, their two options when
  24. using action points is to move or shoot, resulting in shooting then moving,
  25. moving then shooting, moving twice, shooting twice, all that.
  26.  
  27. Rifleman - 2
  28. Sub machinegunner - 2
  29. Officer - 2
  30. Machinegunner - 1
  31.  
  32. Defining Units - The classes avaible are as follows
  33.  
  34. Units are defined by their weapon their model is holding
  35. The model cannot be used or is places as closely as possible if it is not
  36. in these catagories.
  37.  
  38. What defines these classes and how do I define them?
  39. Rifleman uses a rifle.
  40. Sub machinegunner uses a submachine gun,
  41. Machinegunners use larger machine guns (The German MG42 is a good example)
  42. and Officers use handguns.
  43. (if you are using models like police officers this can be changed)
  44.  
  45. I should develop rocket launchers of some sort
  46.  
  47. Rifleman
  48. sub machinegunner
  49. machinegunner
  50. officer
  51.  
  52. To attack the set number of dice are rolled, and the result is judged
  53. by the total number rolled.
  54.  
  55. OPTIONAL
  56. After every 3 times a unit fires they must reload, using an action point
  57.  
  58. Cover
  59. if an object is in front of a unit above their waist,
  60. EXAMPLE: a solid fence, barrel, debris.
  61. They may roll 3 dice to test if the cover protected them or not.
  62. then, refer to the cover chart on the unit chart page
  63. If the model is halfway around a corner of an object like a wall, this
  64. counts as cover.
  65. If the cover is not in the direct line of sight to the unit
  66. (a directly drawn line to the unit) the unit is not protected
  67. This is here to make a sort of flanking mechanic.
  68.  
  69.  
  70. BUILDINGS
  71. Try to use buildings that are flat on top, or use books, who cares really.
  72. if a unit is inside a building either find a way to take the roof off, or
  73. place them on top of the roof for wherever they are in the building.
  74.  
  75.  
  76.  
  77. SUPRESSION
  78. If a unit is supressed, they may not act for the next 2 turns, place a
  79. penny under the unit to show it is supressed
  80.  
  81. WOUNDED
  82. If a unit is wounded, place a quarter under the figure to show
  83. they are wounded. Wounded figures have their movement halved
  84.  
  85. ACTUALLY PLAYING THIS GAME
  86.  
  87. First you start by building your squad
  88. set a point limit, this mostly depends on how many models you have avaible
  89. I found 10 - 15 to be good, and 25 to push the limits of playability
  90.  
  91. Each class has an assigned point number referred to as "Worth" on their chart
  92.  
  93. First, set an objective, get creative here, whatever you want it to be.
  94. You can even set win conditions for each different team.
  95.  
  96. First, roll a die to decide who goes first, or this can be decided by your
  97. scenario you thought up, if you want to keep some story going in here.
  98.  
  99. If a die is rolled, the highest number wins, re-roll if you both get the same
  100. number.
  101.  
  102. Two units are used, then the opposing side activates their two unit, the sides
  103. alternate.
  104.  
  105. Continue playing until your set objective is reached and a winning team
  106. is decided on.
  107.  
  108.  
  109.  
  110.  
  111.  
  112.  
  113.  
  114.  
  115.  
  116.  
  117.  
  118.  
  119.  
  120. RIFLEMAN
  121. dirt cheap, poor training, great range
  122. Worth - 2
  123.  
  124. Fires up to 12 inches
  125. Can move up to 5 inches
  126.  
  127. 1 - 4 inches = 3 dice
  128. 5 - 10 inches = 2 dice
  129. 11 - 12 inches = 1 dice
  130. FINISHED
  131. totals
  132. 8 - 9 = killed instantly
  133. 10 - 11 = stunned
  134. 5 - 7 or 12 - 18 = injured
  135. 1 - 4 = missed
  136.  
  137.  
  138.  
  139. SUBMACHINEGUNNER
  140. decent price, short range, good damage
  141. Worth - 3
  142.  
  143. Fires up to 9 inches
  144. Can move up to 4 inches
  145. 1 - 3 inches = 3 dice
  146. 4 - 6 inches = 2 dice FINISHED
  147. 7 - 9 inches = 1 dice
  148.  
  149. totals
  150. 1 - 4 = missed
  151. 5 - 8 = supressed
  152. 9 - 11 = injured
  153. 12 - 18 = killed instantly
  154.  
  155.  
  156.  
  157. HEAVY MACHINEGUNNER
  158. pricy, supresses like a madman, slow movement, note: best for defense
  159. SPECIAL RULE: ONLY ONE ACTION POINT
  160.  
  161. Worth - 4
  162. Fires up to 9 inches
  163. Can move up to 3 inches
  164. 1 - 4 inch = 3 dice
  165. 5 - 6 inches = 2 dice
  166. 7 - 9 inches = 1 dice FINISED
  167.  
  168.  
  169. totals
  170. 1 - 4 = missed
  171. 5 - 7 = supressed
  172. 8 - 9 = injured
  173. 10 - 12 = killed instantly
  174.  
  175.  
  176. OFFICER
  177. Gives morale to nearby soldiers, expensive, poor at combat
  178. SPECIAL RULE: Any unit within 4 inches of an officer cannot be supressed
  179. Worth - 6 LIMITED TO TWO (2) PER TEAM
  180.  
  181. Fires up to 7 inches
  182. Can move up to 5 inches
  183. 1 - 3 inches = 3 dice
  184. 4 - 5 inches = 2 dice
  185. 6 - 7 inches = 1 dice FINISHED
  186.  
  187. totals
  188. 1 - 4 = missed
  189. 5 - 10 = injured
  190. 11 - 18 = killed instantly
  191.  
  192.  
  193. COVER PROTECTION CHART
  194. 1 - 9 Cover did not protect and unit took given damage
  195. 10 - 18 Cover protected and unit avoided damage
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