Mobile Suit Gundam: Skirmish. Heart of Command Expansion Module

Size: px
Start display at page:

Download "Mobile Suit Gundam: Skirmish. Heart of Command Expansion Module"

Transcription

1 About Heart of Command : Mobile Suit Gundam: Skirmish Heart of Command Expansion Module by Liam Thomas (donkusgaming@gmail.com) This expansion module primarily focuses two new features for the non-revised version of Mobile Suit Gundam: Skirmish. First, it describes approximately 25 lesser-known units of the One Year War: the large numbers of experimental, alternate, or prototype MS. These units will give your games and scenarios a little bit of added flavour! Second, the optional rule and its associated Command Points and Orders may now come into play. Command points allow the players, acting as battlefield commanders, to spend resources on Orders; powerful effects that change the battlefield in their favour. This rule can create a certain degree of intensity and unpredictability in the battlefield. Happy gaming! Principality of Zeon Additional Units pg. 2 Earth Federation Additional Units pg. 6 Titans Additional Units pg. 11 Rule Explanation pg. 12 Unit List pg. 13 Orders pg. 14 Legal: This strategy game and related documents are the property of myself, Liam Thomas, and may be not be reproduced in part or as a whole under any circumstances except for personal, private use. They may not be published within any website or magazine, etc., or otherwise distributed publicly without advance written permission (See address). Use of these documents as a part of any public display is strictly prohibited, and a violation of copyright. The creator and possessors of this and related documents do not claim to own the concepts, names, trademarks, intellectual properties, definitions and terms expressed within, including the terms GUNPLA, Gundam, U.C. Mobile Suit, et cetera. All rights to the aforementioned belong to their legal owners, including but not limited to Namco Bandai, Koei, Omega Force, Sunrise, Yoshiyuki Tomino, Games Workshop, Warlord Games, and Wizards of the Coast. These documents are not intended for, or should be, sold or exchanged for goods and services. If you paid for this product, you have been a victim of fraud. By modifying and/or reproducing these documents with prior written permission, I agree to credit the creator, Liam Thomas (donkusgaming@gmail.com). By using or possessing these documents, I agree to the legal statements above. For more information, please contact the address listed. 1

2 PRINCIPALITY OF ZEON ADDITIONAL UNITS (Principality of Zeon) GOUF CUSTOM <120 points> 5 8 [D6 (5-6) (+1)] 18 6 [D6 (4+)] Triple 35mm Wrist-Mounted Machine Gun [Short] (18 ) 90mm Assault Rifle [Medium] (30 ) mm Gatling Gun * [Long] (40 ) {p} [Must reload See reloading after firing] 12 9 {2} <Heat Sword> [Close] (6 ) Extra Weapon: Heat Wire The Heat Wire has a range of up to 12. This weapon may be used in place of a standard attack to disable one opponent on a roll of D6 (4-6). The opponent Special Rule: Who s Next?! If a Gouf Custom destroys an enemy unit using its 75mm Gatling Gun, this weapon immediately counts as reloaded. cannot move or take any other action during their next turn. Only usable every 2 turns. The Heat Wire also ensures that a Gouf Custom automatically passes any Jump Terrain check. * Weapon may be discarded at any time during this unit s turn in order to increase base movement to 24. <20 points> (Principality of Zeon) GYAN <100 points> 5 8 [D6 (3-6) (+1)] 18 6 [D6 (4+)] Needle Missiles [Medium] (18-30 ) {p} <Beam Sword> [Close] (6 ) Extra Weapon: Hide Bomb Gyan may forgo its current turn to place a Hide Bomb within 6 inches of itself. Any unit passing within 6 inches of a Hide Bomb (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Gyan may spend a whole turn disarming placed Hide Bombs {3} Special Rule: Beam Resistant Shield with a successful shield check, in addition to providing the armour bonus, the Gyan reduces the Weapon Strength of all enemy weapons with beam in its name, when used against it in combat by 1. (Principality of Zeon) HYGOGG <100 points> (34 in water) 6 (12 in water) [D6 (5+)] Hand Missiles [Short] (18 ) {p} Arm Beam Cannons [Medium] (30 )* {p} [Must reload See reloading after firing] Torpedo Launcher* [Medium] (30 ) {p} [Must reload See reloading after firing] <Vise Claw> [Close] (6 ) Extra Weapon: Hydrojet Booster Pack This may be used immediately after a Deep Strike or at any time during this units turn while within a source of water. The Hydrojet Booster Pack enables an automatically successful Boost Check (excluding Evasive Manoeuvre) with a boost distance of 18. After being used just once, the Hydrojet Booster Pack is then discarded and cannot be used again. *Counts as a Bazooka {3} {2} {2} Special Rules: Heat Signature- A Hygogg masks its engine emissions in water, enabling it to perform a guaranteed Deep Strike (No scatter dice) within a source of water. Amphibious- A Hygogg does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. 2

3 (Principality of Zeon) JUAGGU <90 points> (12 in water) / 320mm Rockets [Medium] (30 ) * {p} [Must reload See reloading after firing] Mega Particle Cannons [Medium] (30 )** {p} [Must reload See reloading after firing] <Finger Vulcan Cannons> [Close-Short] (6-18 ) # *Acts as artillery. Capable of indirect attacks {2} 10 8 Special Rules: Amphibious- A Juaggu does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. **Counts as a Bazooka. # Replaces 320mm Rockets (Principality of Zeon) KÄMPFER <80 points> [D6 (3+)] Jagdgewehr 192mm Shotgun [Short] (18 ) Prototype Large Beam Rifle [Very Long] (50 ) <20 points> {p} [Must reload See reloading after firing] 360mm Giant Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] <Vulcan Gun> [Close] (6 ) Extra Weapon: Chain Mine - Generates a large WS 9 {2} explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game {2} 16 9 {2} 8 10 {2} 9 4 Special Rule: Sniper - When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain). (Principality of Zeon) ZAKRELLO <70 points> / Scattering Mega Particle Cannon [Short] (18 )* {p} [Must reload See reloading after firing] {2} <Heat Nata> [Close] (6 ) Special Rule: None * The Scattering Mega Particle Cannon is capable of attacking multiple units at once! Roll for hitting and wounding each model individually (including allies) in an equilateral triangle shape (of approx. 18 side length) between Zakrello and its intended target. Sey! Ruomra? Elibom tseb dna tseitterp, tsetrams eht ollerkaz eht si! 3

4 (Principality of Zeon) ZAKU CANNON <60 points> 4 6 [D6 (6) (+1)] 12 8 [D6 (5+)] 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] {2} 120mm Machine Gun [Medium] (30 ) Tube Rocket Launcher [Medium] (18-30 ) {p} mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 Extra Weapon: Smoke Discharger A Zaku Cannon can deploy Smoke to force an enemy attack targeted at this unit to reroll. This can only occur once per game. Special Rule: Poor Balance When a Zaku Cannon fires either its 180mm Cannon or Zaku Bazooka, roll a D6. On a result of 5 or 6, the Zaku Cannon takes one (1) integrity damage. *Acts as artillery. Capable of indirect attacks. (Principality of Zeon) ZAKU I COMMANDER TYPE <40 points> 3 5 [D6 (6) (+1)] 12 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) ZMP-47D Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] <Heat Hawk Type III> [Close] (6 ) Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game {2} 14 6 Special Rule: Minelayer - A Zaku I may forgo its current turn to place an S-mine within 6 inches of itself. Any unit passing within 6 inches of an S-mine (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Zaku I may spend a whole turn disarming placed S-mines. - A Zaku I follows the Special Rule. (Principality of Zeon) ZAKU II KAI <70 points> 4 7 [D6 (6) (+1)] 20 6 [D6 (4+)] MMP-80 Machine Gun [Short] (18 ) 11 6 Underslung Grenade Launcher [Short-Medium] (18-30 ) {p} [Must reload See reloading after firing] 12 9 {2} 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 <Heat Sword> [Close] (6 ) <10 Points> Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. Special Rule: Sieg Zeon! - A Zaku II Kai may forgo its movement, boosting or shield checks for one turn in order to stand their ground and fire their Machine Gun twice in one turn. Roll independently for each shot. This ability cannot be used twice in succession. 4

5 (Principality of Zeon) ZAKU PARATROOPER <50 points> 4 6 [D6 (6) (+1)] 15 4 [D6 (6)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 11 6 <Heat Hawk Type V> [Close] (6 ) 14 6 Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. Special Rule: Sieg Zeon! - A Zaku Paratrooper may forgo its movement, boosting or shield checks for one turn in order to stand their ground and fire their Machine Gun twice in one turn. Roll independently for each shot. This ability cannot be used twice in succession. Deep Strike This unit may equip a parachute pack to Deep strike. (Principality of Zeon) ZAKU TANK <30 points> / 120mm Machine Gun [Medium] (30 ) 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] Triple 35mm Machine Gun [Short] (18 ) <Heat Hawk Type V> [Close] (6 ) *Acts as artillery. Capable of indirect attacks {2} Special Rules: Poor Balance When a Zaku Tank fires its 180mm Cannon, roll a D6. On a result of 5 or 6, the Zaku Tank takes one (1) integrity damage. (Principality of Zeon) ZUDAH <60 points> 4 6 [D6 (5+) (+1)] [D6 (2+)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) mm Anti-Ship Cannon* [Medium] (30 ) [Must reload See reloading after firing] 9 9 {2} 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 Special Rule: Overheat! If a Zudah fails a boost check, the Zudah takes two (2) integrity damage. * Acts as a Bazooka. 5

6 EARTH FEDERATION ADDITIONAL UNITS (Earth Federation) BALL <30 points> [D6 (5+)] 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] {2} *Acts as artillery. Capable of indirect attacks. Special Rule: None (Earth Federation) BALL TYPE K <50 points> [D6 (5+)] Twin-Linked 180mm Cannons* [Medium] (30 ) [Must reload See reloading after firing] Extra Weapon: Grapple Hook The Grapple Hook has a range of up to 12. This weapon may be used in place of a standard attack to disable one opponent on a roll of D6 (4-6). The opponent cannot move or take any other action during their next turn. Only usable every 2 turns. *Acts as artillery. Capable of indirect attacks {2} Special Rule: Rapid Fire The Ball Type K may either fire its Twin-Linked 180mm Cannons independently two different times, or fire twice in the same turn before needing to be reloaded. (Earth Federation) BALL BOMBER <20 points> [D6 (5+)] / / / Special Rule: Minelayer - A Ball Bomber may forgo its current turn to place a mine within 6 inches of itself. Any unit passing within 6 inches of a mine (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Ball Bomber may spend a whole turn disarming placed mines. (Earth Federation) GM CANNON <50 points> 3 6 [D6 (5+) (+1)] 12 4 [D6 (6)] Beam Spray Gun [Short] (18 ) 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) 240mm Cannon* [Medium] (30 ) {p} [Must reload See reloading after firing] *Counts as a Bazooka {2} Special Rule: A good defence An GM Cannon may reroll once per turn on any failed Shield Check. 6

7 (Earth Federation) GM CANNON II <70 points> 4 7 [D6 (5+) (+1)] 12 4 [D6 (6)] 90mm Machine Gun [Short] (18 ) Beam Cannons* [Medium] (30 ) {p} [Must reload See reloading after firing] *Counts as a Bazooka {3} Special Rule: A good defence An GM Cannon II may reroll once per turn on any failed Shield Check. (Earth Federation) GM COMMAND <70 points> 4 7 [D6 (4+) (+1)] 20 6 [D6 (4+)] 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) Beam Rifle [Long] (40 ) <20 points> 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] {2} 9 11 {3} Special Rule: A good defence An GM Command may reroll once per turn on any failed Shield Check. Deep Strike This unit may equip a parachute pack to Deep strike. (Earth Federation) GM KAI <70 points> 5 7 [D6 (3+) (+1)] 22 6 [D6 (3+)] 90mm Machine Gun [Short] (18 ) Beam Spray Gun [Short] (18 ) Beam Rifle [Long] (40 ) 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] 180mm Cannon* [Medium] (30 ) <20 points> [Must reload See reloading after firing] *Acts as artillery. Capable of indirect attacks {2} 9 11 {3} {2} Special Rules: Jack-of-all-Trades A GM Kai may reroll once per turn on any of the actions below: Shield Check, Boost Check, Destruction Check, Pilot Injury. 7

8 (Earth Federation) GM CUSTOM <90 points> 5 8 [D6 (4+) (+2)] 22 8 [D6 (3+)] 90mm Machine Gun [Short] (18 ) Beam Rifle [Long] (40 ) 13 9 {2} Special Rules: Jack-of-all-Trades A GM Custom may reroll once per turn on any of the actions below: Shield Check, Boost Check, Destruction Check, Pilot Injury. (Earth Federation) POWERED GM <90 points> 5 7 [D6 (3+) (+2)] [NA] 90mm Machine Gun [Short] (18 ) 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] 9 11 {3} Special Rules: Advanced Mobility A Powered GM automatically passes all Boost Checks. (Earth Federation) GUNDAM ALEX <140 points> 6 8 [D6 (4+) (+2)] [D6 (4+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 380mm H-Bazooka [Medium] (30 ) {p} [Must reload See reloading after firing] 9 11 {3} Extra Weapon: Chobham Armour When equipped, increase the base armour of the Gundam Alex to 10. Gundam Alex may Special Rule: Panoramic Cockpit Enemy units cannot gain a flanking modifier when targeting the Gundam Alex. now not perform Shield Checks. Reduce base Movement to 14. This armour can only be equipped before battle, not during it. Magnetic Coating Gundam Alex may reroll once on any failed Boost or Shield Check. 8

9 (Earth Federation) MUDROCK GUNDAM <120 points> 5 7 [D6 (4+) (+2)] 18 8 [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 90mm Machine Gun [Short] (18 ) 300mm Cannon* [Medium] (30 ) {p} [Must reload See reloading after firing] {3} Grenade Launchers [Short-Medium] (6-30 ) 9 8 *Counts as a Bazooka. Special Rule: None (Earth Federation) GUNDAM ZEPHYRANTHES <160 points> 6 8 [D6 (3+) (+2)] [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] {2} Extra Weapon: Chobham Armour When equipped, increase the base armour of the Gundam Zephyranthes to 10. Gundam Zephyranthes may now not perform Shield Checks. Reduce base Movement to 14. This armour can only be equipped before battle, not during it. Special Rule: Beam Jitte Gundam Zephyranthes may reroll once on any attack with its Beam Sabre. In addition, reduce the Weapon Accuracy of all enemy Close Combat Beam weapons by 2 when in combat with the Gundam Zephyranthes. Core Block System The Gundam Zephyranthes upon reaching 0 integrity or less can roll a D6 (3-6) to determine if the pilot evacuates in a Core Fighter II. Place a Core Fighter II facing the same direction as the Gundam Zephyranthes at its base. The Gundam Zephyranthes is then removed from play. *Acts as artillery. Capable of indirect attacks. (Earth Federation) GUNDAM PHYSALIS <200 points> 6 10 [D6 (3+) (+2)] [D6 (2+)] Atomic Bazooka [Long] (40 ) * {p} {6} Special Rule: Anti-Nuclear Armour The Gundam Physalis takes only {3} Integrity damage in the event that it is caught * Counts as a Bazooka with a maximum range of 40. This weapon generates a special 12 diameter Explosion Template in its own nuclear blast or that of other nuclear units or sources. at the site of impact. May only be fired once per battle. The Atomic Bazooka is then discarded. 9

10 (Earth Federation) GUNDAM DENDROBIUM STAMEN <180 points> 6 8 [D6 (3+) (+2)] [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 380mm H-Bazooka [Medium] (30 ) {p} [Must reload See reloading after firing]* 9 11 {3} {Orchis} Mega Beam Cannon [Medium-Long] (30 40 ) {p} [Must reload See reloading after firing ] {3} {Orchis} Micro Missiles [Short] (18 ) {p} 12 5 Extra Weapon: Dendrobium Orchis This Mobile Weapon provides a series of powerful weapons and abilities for the Gundam Dendrobium Stamen. These abilities (marked with Special Rule: Panoramic Cockpit Enemy units cannot gain a flanking modifier when targeting the Gundam Dendrobium Stamen. {Orchis}) are active once the deployment cost of the Dendrobium Orchis has been paid. <40 points> {Orchis} Chain Mine - Generates a large WS 9 {2} explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per game. *{Orchis} If Gundam Dendrobium Stamen is equipped with the Dendrobium Orchis, the 380mm H-Bazooka does not ever need to be reloaded. Beam Jitte Gundam Dendrobium Stamen may reroll once on any attack with its Beam Sabre. In addition, reduce the Weapon Accuracy of all enemy Close Combat Beam weapons by 2 when in combat with the Gundam Dendrobium Stamen. {Orchis} I-Field The Gundam Dendrobium Stamen reduces the Weapon Strength of all enemy weapons with Beam or Mega Particle in its name, when it is used against it in combat by 1. Please note: The 380mm H-Bazooka and Mega Beam Cannon may be fired/reloaded independently. {Orchis} Spare Shield In the event the Gundam Dendrobium Stamen chooses to sacrifice its shield when undergoing Destruction (partial), negate the destruction (partial) effect as usual, but retain the shield. This can only be done once per battle. (Earth Federation) FF-XII CORE FIGHTER II <30 points> (Air Unit) 6 [D6 (3+)] Beam Guns [Short] (18 ) 14 7 Special Rules: Aircraft Aircraft are subject to the Air Units rules. 10

11 TITANS ADDITIONAL UNITS (Titans) GM QUEL <15 points> 2 4 [D6 (5+) (+1)] 12 4 [D6 (6)] BOWA.BR-S-85-C2 Beam Rifle [Long] (40 ) 90mm GM Rifle [Short] (18 ) 11 7 Special Rule: None (Titans) NRX-044 ASSHIMAR <45 points> [D6 (4+)] Large Beam Rifle [Long] (40 ) 11 9 {2} Special Rule: Mobile Armour Mode An Asshimar may opt to transform into its mobile armour mode at the beginning of the player s turn. In this mode, an Asshimar increases its base movement to 32 and automatically passes any Jump Terrain and Evasive Manoeuvre checks. However, an Asshimar cannot boost. In mobile armour mode, an Asshimar may attack enemies with its Large Beam Rifle. An Asshimar may resume combat mode at the beginning of the player s next turn, undoing these effects. (Titans) ORX-005 GAPLANT <70 points> 4 7 [D6 (5+) (+1)] [D6 (4+)] Twin Beam Rifles [Long] (40 ) 11 9 {2} Special Rule: Mobile Armour Mode A Gaplant may opt to transform into its mobile armour mode at the beginning of the player s turn. In this mode, a Gaplant increases its base movement to 40 and automatically passes any Jump Terrain and Evasive Manoeuvre checks. However, a Gaplant cannot boost. In mobile armour mode, a Gaplant may attack enemies with its Beam Rifle. A Gaplant may resume combat mode at the beginning of the player s next turn, undoing these effects. 11

12 COMMANDERS, COMMAND POINTS AND ORDERS RULE: : s are units/mobile Suits who are in a position of authority on the battlefield. This authority allows them to command others and change the course of battle. Each model with the special rule that is present in play or on the battlefield (i.e. not destroyed or removed from play) generates one (1) Command Point at the start of the player s turn. For example, if you had 3 models on the field and it just became your turn, you would receive 3 Command Points to spend. (Please note: Do not generate new Command Points with each Phase. This is not how the rules are intended.) Models with the special rule that are in a Broken state of Morale do not generate Command Points. Command Points are cumulative. That is to say, if you ended your turn with 4 Command Points, the next time your turn comes around your newly generated Command Points would be added to these 4; your previous Pool of Command Points. At the start of the player s turn, Command Points may be spent on Orders (See below.) Multiple Orders may be given at once. Orders take effect immediately, unless otherwise stated, and should be resolved before the player begins moving or shooting. You may elect one of your models with the special rule to act as your Supreme. This model now has several differences: - This model will generate two (2) Command Points at the start of the player s turn. - Allied models that are within 6 (at any time) of the Supreme and have a Broken Morale status will automatically pass their Morale Checks. This does not include the Supreme s themselves. - If the Supreme is destroyed or removed from play, you are immediately reduced to zero (0) Command Points. That is to say, your Pool of Command Points empties. This will take effect immediately. Remaining commanders may still generate Command Points as usual. Both models and Supreme models, if Broken in Morale, destroyed, or otherwise are removed from play, immediately cause all allied models within 6 to attempt a Morale Check. Results apply as usual. Unless already indicated as part of the unit s name (Such as Command Type,, etc.) units that are elected to be a cost 10 more points to deploy. They also provide 10 more Victory Points to their opponent if destroyed. Supreme s cost 20 more points to deploy, and give 20 more Victory Points if destroyed, respectively. Each player may only have one (1) Supreme model per game, and up to four (4) models per game. 12

13 The following models may retroactively be given the role of and/or Supreme : Model Name Supreme Big Zam No Yes Dabude Class Battleship No Yes Apsalus III No Yes Elmeth No Yes Zeong/Perfect Zeong No Yes Gelgoog Yes Yes Gouf Custom Yes Yes Gyan Yes Yes Hygogg Yes Yes Kampfer Yes Yes Zaku I Type Yes Yes Zaku II Type Yes Yes Z gok Yes Yes Model Name Supreme Big Tray Class Battleship No Yes Guncannon Yes Yes Gundam Yes Yes Gundam Alex Yes Yes Gundam Ground Type Yes Yes Gundam EZ8 Yes Yes Guntank Yes Yes Gundam Dendrobium Stamen Yes Yes Gundam Physalis Yes Yes Gundam Zephyranthes Yes Yes GM Command Yes Yes Mudrock Gundam Yes Yes Powered GM Yes Yes Model Name Supreme Rick Dias Yes Yes Nemo Yes Yes Dijeh Yes Yes Methuss Yes Yes Hyaku Shiki Yes Yes Gundam Mk II Yes Yes Zeta Gundam No Yes Model Name Supreme Psyco Gundam No Yes The O No Yes Palace Athene Yes Yes Bolinoak Sammahn Yes Yes Gundam Mk II Yes Yes Hizack Yes Yes Marasai Yes Yes Galbaldy Beta Yes Yes Gabthley Yes Yes Gaplant Yes Yes Hamrabi Yes Yes Model Name Supreme Qubeley No Yes Regelgu Yes Yes Rick Dom II Yes Yes Gaza C Yes Yes Hamrabi Yes Yes PRINCIPALITY OF ZEON EARTH FEDERATION ANTI EARTH UNION GROUP TITANS AXIS ZEON 13

14 ORDERS: Artillery Barrage 3 Command Points well, that looked impressive. - Norris Packard Choose a target destination on the playing field. Roll a scatter die and D6 to determine accuracy and impact site. Place Large Explosion template on impact site. Explosion does WS 10 {2} damage. Bring Them Down! 1 Command Point He s an ace! - Terry Sanders Jr. Select one of your own models. This model s attacks all gain Penetration ({p}) for the remainder of your turn. Concentrate Fire 4 Command Points Anyone who sees me has got a date with his maker. - Duo Maxwell Each of your models each gains an increased Weapon Accuracy of two (2) when shooting for the remainder of your turn. Controlled Landing 1 Command Point We re jumping on to White Base! AAAAAHHH! - Ryu Jose Select one of your own models. This model automatically passes any Jump Terrain Boost Checks for the remainder of your turn. Colony Laser 10 Command Points Choose a Quarter of the battlefield. All models (including allies) must roll a D6 (4+). Failure results in an immediate 3 This brilliant light is proof that Integrity of damage taken. Models who succeed take no Zeon s justice is served! damage. Titans or Principality of Zeon can only use this - Gihren Zabi ability. Double Time! 1 Command Point Let s just see, shall we? Let s test the reaction time of your brand new Mobile Suit! - Char Aznable Choose one of your own models. This model ignores terrainbased movement penalties for the remainder of your turn. Field Repair 2 Command Points You wreck em? I fix em! - Jidan Nickard Choose one of your own models. Do not move or attack with this model for the remainder of your turn. Restore up to two (2) integrity of damage done to this unit. 14

15 Get to cover! 6 Command Points Times like this make me glad I m a natural coward! - Kai Shiden Each of your models is treated as if they are in Medium Cover (+2 Armour) for the duration of your opponent s next turn. Does not apply to models already in Medium Cover or Heavy Cover. Infiltrate 2 Command Points Solomon, I have returned! - Anavel Gato Choose one of your models in reserve (awaiting deep strike.) This model successfully deep strikes (no roll needed) to your chosen destination. Resupply 4 Command Points Valuable combat resources? Are you talking about our soldiers, or about Mobile Suits? - Treize Khushrenada Each of your units Ballistic Explosive weapons and their equivalents are now Reloaded. This excludes Mega Particle and Beam weaponry. We have reserves 3 Command Points Amuro, launching! - Amuro Ray Choose one of your models that is worth 30 deployment points or below that has been destroyed. Place this model within your deployment zone. Withdraw X Command Points You can only feel truly alive when you realise that death is so near! - Gym Ghingnham Choose one of your models. Remove that model from play. The pilot survives. The Command Point cost of this order is equivalent to the base Integrity of that model, minus 1. 15

Principality of Zeon Units

Principality of Zeon Units Principality of Zeon Units (Principality of Zeon) ZAKU I 3 5 [D6 (6) (+1)] 12 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) ZMP-47D Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 )

More information

Fast Actions pg. 6 Move pg. 7 Shoot pg. 8 Slow Actions pg. 9 Close Combat pg. 10 Damage pg. 11

Fast Actions pg. 6 Move pg. 7 Shoot pg. 8 Slow Actions pg. 9 Close Combat pg. 10 Damage pg. 11 A Mobile Suit Gundam Wargame Created by DonkusGaming (Version 1.2) Introduction pg. 2 What you will need pg. 3 Setting up a game pg. 4 Sequence of play Fast Actions pg. 6 Move pg. 7 Shoot pg. 8 Slow Actions

More information

FIRETEAM Wargame Rules for Modern Combat Operations

FIRETEAM Wargame Rules for Modern Combat Operations FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame

More information

To End All Wars. WW1 Miniature Game V1.2

To End All Wars. WW1 Miniature Game V1.2 To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

King George Commands and We Obey

King George Commands and We Obey King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders

More information

To End All Wars WW1 Miniature Game V1

To End All Wars WW1 Miniature Game V1 To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

ONE IF BY LAND - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery

More information

14. HIT / MISS DETERMINATION

14. HIT / MISS DETERMINATION Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged

More information

Bring in the heavies: the amerika expansion set

Bring in the heavies: the amerika expansion set 1 Bring in the heavies: the amerika expansion set The following rules will help you incorporate these new units into your AMERIKA game. Feel free to pick and choose which ones to use so long as all players

More information

French infantry Platoon

French infantry Platoon French Special Rules 1940 Gas Guzzler: The Char B1 Bis had huge problems with fuel consumption, to keep the vehicle in the field for a whole day would require it to be refueled at least twice. Any vehicle

More information

Necromunda Frequently Asked Questions and Errata

Necromunda Frequently Asked Questions and Errata Necromunda Frequently Asked Questions and Errata The Necromunda: Underhive box set is a great introduction to the game of Necromunda, and the rulebook it contains allows players to fight brutal tunnel

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

QUICK REFERENCE SHEETS

QUICK REFERENCE SHEETS QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going

More information

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will Details: The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will feature three separate teams Red, White & Blue fighting for supremacy in a full-day battle spanning over all of the

More information

War Ain t Fair. By Stephen Luscombe. Fast play ww2 rules incorporating the full vagaries of war. 1.2

War Ain t Fair. By Stephen Luscombe. Fast play ww2 rules incorporating the full vagaries of war. 1.2 War Ain t Fair Fast play ww2 rules incorporating the full vagaries of war By Stephen Luscombe Stephen@BRITISHEMPIRE.CO.UK 1.2 Introduction Welcome to War Ain t Fair. These are a set of rules designed to

More information

WARHAMMER 40,000 HOUSE RULES EDITION V1.3

WARHAMMER 40,000 HOUSE RULES EDITION V1.3 WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)

More information

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when

More information

Stepping Up to Version 3 by Phil Yates

Stepping Up to Version 3 by Phil Yates Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a

More information

Initial Set-Up. Officer s Handbook Game Walk-Through

Initial Set-Up. Officer s Handbook Game Walk-Through Officer s Handbook Game Walk-Through O H W - D : 29 M 2018 The game was fought in a North African Desert environment in late 1940 between British and Italian Forces, depicting a hasty engagement where

More information

Green Jackets Rules for Napoleonic Skirmishes

Green Jackets Rules for Napoleonic Skirmishes web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale

More information

The United States Armed Forces is the main line of defense to protect our country

The United States Armed Forces is the main line of defense to protect our country The United States Armed Forces is the main line of defense to protect our country from the threats of the world. If the armed forces are not well equipped, our soldiers can not fight and protect their

More information

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44 BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44 On June 6, 1944, thousands of Allied soldiers landed on the beaches of Normandy as part of Operation Overlord. The night before, hundreds of paratroopers

More information

Tactical Combat Rules By David Newport

Tactical Combat Rules By David Newport Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles

More information

Intro. Basics. Pilots. Fighters

Intro. Basics. Pilots. Fighters Intro Black Skies Generic Star Fighter Combat Rules Quick and simple rules intended to create a fast moving star fighter game, where out thinking your opponent is as important as out shooting him. Games

More information

Brimstone and Iron. Heroic Combat System.

Brimstone and Iron. Heroic Combat System. Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the

More information

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table QRS QUICK REFERENCE SHEETS Shooting Modifiers table Survivor Action Point Table Actions AP Cost Target Modifier Walking (3 ) Per AP to aim (max APs / +4 modifier) + Turning more than 80 degrees Target

More information

Adeptus Mechanicus Knight World SPECIAL RULE

Adeptus Mechanicus Knight World SPECIAL RULE Adeptus Mechanicus Knight World 2018-06-26 HOUSE LAKAR KNIGHT WORLD DEFENSE FORCE ARMY LIST Forces The House Lakar Knight World Defense Force Army List uses the datasheets from the Knight World Forces

More information

Official Errata and FAQs, Version 1.3

Official Errata and FAQs, Version 1.3 Official Errata and FAQs, Version 1.3 This document presents amendments to the rules of and our responses to players frequently asked questions. When changes are made, the version number will be updated

More information

29. FORTIFICATIONS AND BUILDINGS

29. FORTIFICATIONS AND BUILDINGS Briefing 1. Fortifications and buildings provide concealment for pieces and protection from hostile fire. 2. Enemy troops in fortifications and buildings may be attacked either by directing the fire against

More information

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry

More information

Corinth Canal Scenario Pack Historicon

Corinth Canal Scenario Pack Historicon Corinth Canal Scenario Pack 2016 Historicon July 16, 2016 Race For The Corinth Canal Commonwealth Platoons 1 and 2 represent elements of 2/6 Australian Infantry and start the game in foholes. Commonwealth

More information

napoleon's battles at divisional and onehalf

napoleon's battles at divisional and onehalf napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.) A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming

More information

Fandex: Penal Legions

Fandex: Penal Legions Fandex: Penal Legions Army Rules: Scum of the Imperium: Even in the generally uncaring manner of the Imperial war machine, Penal Legion units are the lowest of the low. In allied games, Imperial units

More information

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove

More information

Naval Wargame Rules for the Russo-Japanese War

Naval Wargame Rules for the Russo-Japanese War - 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.

More information

OVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size

OVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size OVER THE TOP! Using Normal Flames Of War Missions in the Great War by Mike Haught The Great War booklet covers three distinct, almost cinematic, missions. The story of starts with the Big Push, the attacker

More information

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough ...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose

More information

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

COMMANDS AND COLORS NAPOLEONICS PLUS

COMMANDS AND COLORS NAPOLEONICS PLUS COMMANDS AND COLORS NAPOLEONICS PLUS CAMPAIGN RULES Version 3.00 2018-09-20 Contents LEADERS... 3 Leader Casualty Fate... 3 Leader Replacement... 4 Leadership Quality... 4 CAPTURING A THOPHY... 4 GLORY...

More information

Things that need changing in your rule book. (Errata for PBI)

Things that need changing in your rule book. (Errata for PBI) Things that need changing in your rule book. (Errata for PBI) This information applies to PBI as published by RFCM/Peter Pig March 2006. Firstly an apology for having to make updates and changes to the

More information

Section 12 Fighters and PFs

Section 12 Fighters and PFs Section 12: Fighters and PFs V12.00 Rules for Fighters and PFs V12.01 This Section details Strategic level rules for Fighters [J4.0 through J13.0] and Fast Patrol ships (PFs) [K0.0]. Use the SFB rules

More information

NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1

NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1 NECROMUNDA FREQUENTLY ASKED QUESTIONS AND V.1 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn t as clear as it could be. This document

More information

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy. Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy. This page originally started off as some house rules for some of the weapons in Warhammer. The following rules suggestions can be

More information

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan,

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan, Race INT (Phy INT) Willpower 8 PER ARC POI AGL PRW str PHY spd s Character Portrait archetype Intellectual Gobber Shield INT COMMAND RANGE SPD PRW PER INITIATIVE PHY ARM SPD AGL PER DEF ability modifiers

More information

SWEEP & CLEAR PANZERGRENADIERS IN AFGHANISTAN

SWEEP & CLEAR PANZERGRENADIERS IN AFGHANISTAN SKIRMISH SANGIN PRESENTS FREE SCENARIO SWEEP & CLEAR PANZERGRENADIERS IN AFGHANISTAN COLIN PHILLIPS AND CHRIS POOCH SCENARIO & RULES FOR SKIRMISH SANGIN PAGE 1 Overview: With the attention of the ISAF

More information

To begin OMOG requires a few things.

To begin OMOG requires a few things. Omog (One Man One Gun) is a game for toy soldiers and any available space. It can be played on a desktop, a coffee table, a countertop or other surface. The game itself is simple, easy to learn and easy

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

UAV DOWN US MARINES IN AFGHANISTAN

UAV DOWN US MARINES IN AFGHANISTAN SKIRMISH SANGIN PRESENTS UAV DOWN US MARINES IN AFGHANISTAN COLIN PHILLIPS & CHRIS POOCH SCENARIO & RULES FOR SKIRMISH SANGIN PAGE 1 Overview: To combat an increase in Taliban attacks in Helmand, ISAF

More information

In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies.

In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies. Warpath Force Lists In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies. They are incomplete the Corporation list just has the

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco 1. The basic game uses a 3' x 3' table. This is fine for very dense combat, like in a major urban campaign, but is too small for a larger attack, like a platoon attack. A platoon attack would be on an

More information

Page 5 Page present: 2263 present: Page 90: First Example: Page 96: Step Two: (d): Page 101: CAV Personnel Skill Level Costs:

Page 5 Page present: 2263 present: Page 90: First Example: Page 96: Step Two: (d): Page 101: CAV Personnel Skill Level Costs: Errata For the second printing of the CAV main rulebook as of July 2002 Page 5: System (172) Miriamas should be system (171) Miriamas Page 35: Change 2163 present: to 2263 present: Page 90: First Example:

More information

UNIVERSAL MACHINE-GUN cal. 7,62 mm vz. 59L

UNIVERSAL MACHINE-GUN cal. 7,62 mm vz. 59L 7,62 UG 59L UNIVERSAL MACHINE-GUN cal. 7,62 mm vz. 59L This is automatic machine-gun with replaceable, air-cooled barrel determinated to destroy uncovered and personnel targets (single or groups) and weak

More information

Global Command Series. Fortifications v1.0. A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming

Global Command Series. Fortifications v1.0. A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming Overview Global Command Series Fortifications v1.0 A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming This set features rules for many different types of fortifications, sold separately

More information

Order of Battle. Sample file. Credits. Contents. Lead Developer Erik Nicely

Order of Battle. Sample file. Credits. Contents. Lead Developer Erik Nicely Order of Battle Credits Lead Developer Erik Nicely Developers Richard L. Bax, Agis Neugebauer, Erik Nicely Wulf Corbett, David Manley Editor Nick Robinson Cover Chris Quilliams Interior Illustrations Sherard

More information

Rules Update for Warmaster Ancients

Rules Update for Warmaster Ancients Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become

More information

ASLSK Basic Infantry Tactics

ASLSK Basic Infantry Tactics Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the

More information

Pig Wars Late Medieval Variant

Pig Wars Late Medieval Variant Pig Wars Late Medieval Variant 1337 to 1485 Introduction Pig Wars LMV is a variant of Tod Kershner s Pig Wars Dark Age skirmish rules that covers the period of the Hundred Years War to the end of the Wars

More information

Fields of Blue & Grey

Fields of Blue & Grey Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple

More information

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES

More information

Dog-Fighting Rules for GURPS 4th ED

Dog-Fighting Rules for GURPS 4th ED Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is

More information

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to

More information

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.) Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed

More information

Selina was awarded a pension follow her husband s death:

Selina was awarded a pension follow her husband s death: 1 P a g e Private 7392 Edward Bentley 16 th Battalion, Manchester Regiment Killed in Action 9 th July 1916 Remembered on the Thiepval Memorial to the Missing (Pier 13A and 14C) I have used published accounts,

More information

Critical Bullet and Melee Hit Chart 2

Critical Bullet and Melee Hit Chart 2 Critical Bullet and Melee Hit Chart 2 Expect to be injured in our line of work. Bullet wounds can be most serious, but blade weapons can sometimes be just as deadly. This chart expands upon the previous

More information

HIVE OF THE DEAD ADVANCED RULES

HIVE OF THE DEAD ADVANCED RULES HIVE OF THE DEAD ADVANCED RULES The Adventure Sheet The Adventure Sheet is where you can keep track of your Statistics, Equipment, Ammunition and other information relevant to your adventure. You are free

More information

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save. Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward

More information

Combat Options. Timothy J. Miller April 4, 2000

Combat Options. Timothy J. Miller April 4, 2000 Combat Options Timothy J. Miller April 4, 2000 Combat Options is a set of independant rules modules relating to Fudge combat. Any of these rules can be used separately, or in any combination. Each option

More information

Official Errata and FAQs, Version 1.0

Official Errata and FAQs, Version 1.0 Official Errata and FAQs, Version 1.0 This document presents amendments to the rules of and our responses to players frequently asked questions. The Warhammer Underworlds: Nightvault rules replace the

More information

RECOGNIZE UXO C H A P T E R 2

RECOGNIZE UXO C H A P T E R 2 C H A P T E R 2 RECOGNIZE UXO Being able to recognize a UXO is the first and most important step in reacting to a UXO hazard. There is a multitude of ordnance used throughout the world, and it comes in

More information

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4 Science-Fiction Wargame #4 Game Design: Chris Taylor Developed By: Chris Taylor Art & Graphics: Vinh Ha and Nick Hayes (c) 2013 Chris Taylor and Victory Point Games (VPG); s vs. Zombies is VPG s name for

More information

KR 16 Kometenmelodie Rules version 1.6 2nd Edition

KR 16 Kometenmelodie Rules version 1.6 2nd Edition KR 16 Kometenmelodie Rules version 1.6 2nd Edition THE IDEA BEHIND THE RULES These are a free set of scenario driven sci-fi skirmish rules. They are intended to be used with 6mm figures with no more than

More information

Laser Tag Pro: Battle Rifle

Laser Tag Pro: Battle Rifle Laser Tag Pro: Battle Rifle Congratulations and thank you for your purchase of the Battle Rifle Pro Bundle! We hope you are excited to take advantage of everything this unit has to offer. Whether for business

More information

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter

More information

Battalion Commander's Summary

Battalion Commander's Summary Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

Order of Battle for your Company

Order of Battle for your Company Fields Of Fire MISSION BOOKLET Campaign 2: Korea Naktong River, South Korea, August 8 through September 28, 1950 Order of Battle for your Company Formation Unit Steps Experience Company Headquarters CO

More information

Soldier-4. Traits (see back for details)

Soldier-4. Traits (see back for details) Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3

More information

Force Power Cards (front)

Force Power Cards (front) Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the

More information

DEFENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current Maneuver rating of the vehicle

DEFENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current Maneuver rating of the vehicle DREAM POD 9 D E M O G A M E TERRAIN COSTS REERENCE CHART Terrain Type Walker MP Ground MP Obscurement Clear 1 1 0 DEENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current

More information

March Toward the Sound of Guns

March Toward the Sound of Guns March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works

More information

Zombie Daze Scenario: Day 17: Air Strike

Zombie Daze Scenario: Day 17: Air Strike Scenario: Day 17: Air Strike Objective: Get the civilians out alive or dye trying! Maximum Turns: 8 Dedication: I'd like to thank all the play testers: Scott Clinton, Ken Nickel, Randy Fant, Alex Beckman,

More information

GREEN, VETERAN AND ELITE

GREEN, VETERAN AND ELITE 35100A It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans

More information

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more

More information

This document contains Model statistics for the Kingdom of Denmark. The statistics are compatible with the Dystopian Wars: Fleet Action Game Engine.

This document contains Model statistics for the Kingdom of Denmark. The statistics are compatible with the Dystopian Wars: Fleet Action Game Engine. This document contains Model statistics for the Kingdom of Denmark. The statistics are compatible with the Dystopian Wars: Fleet Action Game Engine. These statistics have been made available as a free

More information

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018 1 1 Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018 During the time that Team Yankee has been out, players have asked many questions about the game. The questions and their answers

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen

FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen runequester@gmail.com http://games.groups.yahoo.com/group/fastanddirty/ 5th EDITION Version 0.84 made with open source tools 1 INTRODUCTION

More information

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood Skirmish Action AAR: Ruhr 1945 By Russ Lockwood This tidy little 1945 scenario for Skirmish Action (SA) comes courtesy of Dennis Shorthouse, whose figures and terrain make for a good-looking WWII table.

More information

Ascendancy LRP Basic Rules

Ascendancy LRP Basic Rules Ascendancy LRP Basic Rules Basic Rules Random Chance Normally if characters are performing an action suitable for their Skills and Talents they will automatically succeed. However, in order to simulate

More information

Free-For-All (Fair Fight)

Free-For-All (Fair Fight) Free-For-All (Fair Fight) In highly-mobile engagements it is not uncommon for forces to suddenly find themselves in contact with the enemy. The freewheeling battles that result are little more than all-in

More information

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that

More information

Contents.

Contents. Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline

More information