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- HEAVY FIRE RULES
- (unit charts below)
- REQUIREMENTS
- Ruler
- 3 Dice
- pennies and quarters or some sort of circles of 2 sizes that can go under models
- Some model buildings or something, I dont know.
- models are 1:1 so squads all on the same base will not work.
- 1:72 scale infantry is best used, any era as long as they have guns.
- I found WW2 and modern to work the best.
- To keep whatever realism there is intact you may need to scale up or down
- the measurements to fit the figure size if you arent using 1:72
- Line of Sight
- Line of sight is being able to draw a direct line to an object in a 180 degree
- or half circle of where the unit is facing.
- I suggest you use this chart here for help with this
- http://helpsharepointvision.nevron.com/Chart/Scales/ViewScaleLabelAngle0.PNG
- Action Points
- Each unit has a set number of action points, their two options when
- using action points is to move or shoot, resulting in shooting then moving,
- moving then shooting, moving twice, shooting twice, all that.
- Rifleman - 2
- Sub machinegunner - 2
- Officer - 2
- Machinegunner - 1
- Defining Units - The classes avaible are as follows
- Units are defined by their weapon their model is holding
- The model cannot be used or is places as closely as possible if it is not
- in these catagories.
- What defines these classes and how do I define them?
- Rifleman uses a rifle.
- Sub machinegunner uses a submachine gun,
- Machinegunners use larger machine guns (The German MG42 is a good example)
- and Officers use handguns.
- (if you are using models like police officers this can be changed)
- I should develop rocket launchers of some sort
- Rifleman
- sub machinegunner
- machinegunner
- officer
- To attack the set number of dice are rolled, and the result is judged
- by the total number rolled.
- OPTIONAL
- After every 3 times a unit fires they must reload, using an action point
- Cover
- if an object is in front of a unit above their waist,
- EXAMPLE: a solid fence, barrel, debris.
- They may roll 3 dice to test if the cover protected them or not.
- then, refer to the cover chart on the unit chart page
- If the model is halfway around a corner of an object like a wall, this
- counts as cover.
- If the cover is not in the direct line of sight to the unit
- (a directly drawn line to the unit) the unit is not protected
- This is here to make a sort of flanking mechanic.
- BUILDINGS
- Try to use buildings that are flat on top, or use books, who cares really.
- if a unit is inside a building either find a way to take the roof off, or
- place them on top of the roof for wherever they are in the building.
- SUPRESSION
- If a unit is supressed, they may not act for the next 2 turns, place a
- penny under the unit to show it is supressed
- WOUNDED
- If a unit is wounded, place a quarter under the figure to show
- they are wounded. Wounded figures have their movement halved
- ACTUALLY PLAYING THIS GAME
- First you start by building your squad
- set a point limit, this mostly depends on how many models you have avaible
- I found 10 - 15 to be good, and 25 to push the limits of playability
- Each class has an assigned point number referred to as "Worth" on their chart
- First, set an objective, get creative here, whatever you want it to be.
- You can even set win conditions for each different team.
- First, roll a die to decide who goes first, or this can be decided by your
- scenario you thought up, if you want to keep some story going in here.
- If a die is rolled, the highest number wins, re-roll if you both get the same
- number.
- Two units are used, then the opposing side activates their two unit, the sides
- alternate.
- Continue playing until your set objective is reached and a winning team
- is decided on.
- RIFLEMAN
- dirt cheap, poor training, great range
- Worth - 2
- Fires up to 12 inches
- Can move up to 5 inches
- 1 - 4 inches = 3 dice
- 5 - 10 inches = 2 dice
- 11 - 12 inches = 1 dice
- FINISHED
- totals
- 8 - 9 = killed instantly
- 10 - 11 = stunned
- 5 - 7 or 12 - 18 = injured
- 1 - 4 = missed
- SUBMACHINEGUNNER
- decent price, short range, good damage
- Worth - 3
- Fires up to 9 inches
- Can move up to 4 inches
- 1 - 3 inches = 3 dice
- 4 - 6 inches = 2 dice FINISHED
- 7 - 9 inches = 1 dice
- totals
- 1 - 4 = missed
- 5 - 8 = supressed
- 9 - 11 = injured
- 12 - 18 = killed instantly
- HEAVY MACHINEGUNNER
- pricy, supresses like a madman, slow movement, note: best for defense
- SPECIAL RULE: ONLY ONE ACTION POINT
- Worth - 4
- Fires up to 9 inches
- Can move up to 3 inches
- 1 - 4 inch = 3 dice
- 5 - 6 inches = 2 dice
- 7 - 9 inches = 1 dice FINISED
- totals
- 1 - 4 = missed
- 5 - 7 = supressed
- 8 - 9 = injured
- 10 - 12 = killed instantly
- OFFICER
- Gives morale to nearby soldiers, expensive, poor at combat
- SPECIAL RULE: Any unit within 4 inches of an officer cannot be supressed
- Worth - 6 LIMITED TO TWO (2) PER TEAM
- Fires up to 7 inches
- Can move up to 5 inches
- 1 - 3 inches = 3 dice
- 4 - 5 inches = 2 dice
- 6 - 7 inches = 1 dice FINISHED
- totals
- 1 - 4 = missed
- 5 - 10 = injured
- 11 - 18 = killed instantly
- COVER PROTECTION CHART
- 1 - 9 Cover did not protect and unit took given damage
- 10 - 18 Cover protected and unit avoided damage
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