Paintball: Shooting
Paintball: Shooting
Paintball: Shooting
PaintBall
Shooting
Shooting another paintballer is based on range. The further away the target is, the harder it
is to hit.
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Game Setup
Each paintball team consists of 6 paintballers and 1 Marshal. You will need some six sided dice
(d6's) to play the game.
The game is designed to use the hexon II board system by Kallistra.
The Hexon system uses hexagons which are 10cm across. To play the basic scenarios you
need 4 of the stanard 6-hex bases and 2 single hexes as illustrated.
Count the range to the target in hexes including the hex that the target is occupying - but not
counting the hex that the shooter is occupying. The dice roll needs to be greater than the
range in order to hit the target. So if the range to the target is 3 hexes, you'll need to roll 4 or
more to hit.
Range is 3 hexes so a 4,5 or 6 is required
6-hex base
6-hex base
6-hex base
6-hex base
2 x home bases
The two single hex pieces represent the home bases for each team. The hex board system
means the board is configurable and suggested scenarios are included at the end of these
rules. Alternative conditions for victory, starting positions and placement of bunkers etc are also
included in the scenario section of these rules. The Advanced Rules section includes rules for
playing without the use of the Hexon system.
Action Points
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Each paintballer has 2 Action Points (AP's) per turn* - that means the figure can perform two
actions - ie. move two hexes forward, shoot twice or move one hex and shoot once, shoot once
and move etc.
The cost in Action Points for each action a paintballer can perform is as follows:
Move 1 hex
Shoot
Take aim
Take up sentry position
Throw smoke or paint grenade
Reload
1 AP
1 AP
1AP
2 APs
2 APs
2 APs
Movement
The maximum movement for any paintballer (including expert players) is 2 hexes in any turn.
Movement is not hindered by soft cover or hard cover. There is no penalty for charging through
bushes - it is assumed that the entire playing area is basically rough terrain.
target hex
shooter
The number of shots and the number of targets must be declared before the dice are rolled
and the appropriate number of dice must be rolled together (at the same time). If a 1 is
rolled consult the 'problem chart' before calculating any other shots fired (see 'missfires rolling a 1).
If two shots are fired at different targets but only 1 shots hits - it is the opposing player, not
the shooting player who chooses which target was has been hit.
Misfires - rolling a 1
If you've ever played paintball you'll know that a number of mishaps can befall a player when
he tries to take a shot. The weapon can simply jam, the gun could be out of ammo, or even
out of gas!
These frequent problems and mishaps are represented in the game when a roll of 1 is made
when taking a shot. If at any time a 1 is rolled when taking a shot, consult the 'problem chart'
before calculating any other shots fired.
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Problem Chart
In the way
Out of Gas. The shooter's gun is out of gas. The paintballer must retire from
the game. Remove the figure from the board as if killed.
Out of Ammo. Any other shots fired are discounted. The paintballer must
reload before firing again. Until the player has reloaded he counts as an
impotent player. See the 'impotent players' rule.
Minor problem. The weapon has misfired but cleared itself. Discount any
other shots fired, but otherwise play on.
5.
Goggles steamed up. Hard to see, discount any other shots fired and
sentries must revert to normal mode - remove the sentry marker if one is
present.
6.
Google lifting. The player has removed his goggles. If there is a Marshal
within 2 hexes roll a d6. On a roll of 1 or 6 the player is disqualified from
play and the figure is removed as if killed.
Certain types of cover as well as other paintballers standing in the way (including Marshals
and firendly players) do not block line of sight, but can be hit by mistake instead of the
intended target. If the dice roll indicates that the shot has hit the target but there is
something in the way - then starting with the nearest obstruction to the shooter, roll a d6 for
each obstruction. On a roll of 4,5 or 6 it hits the person/obstacle in the way - roll for the next
obstruction until the shot is determined to have hit the intended target. Friendly fire counts,
so calculate the hit as normal with saving throw and paintcheck. A Marshal cannot be killed.
Do this for every person or piece of cover in the way of the shot.
shooter
target
There is a friendly paintballer in the way of the shot. The LOS drawn
from the centre of the shooter's base to centre of target base crosses
over the base of the paintballer standing between shooter and target.
If the shot is taken and a hit scored on the target - an 'in the way' roll
must be made for the friendly player in line of the shot.
Taking Aim
In order to increase your chances of hitting a target, your paintballer may 'take aim'. Taking
aim costs 1 Action Point, and so reduces the rate of fire, however aiming increases the
chance of hitting. With an aimed shot you need only roll the same as the range to the target
(rather than having to roll greater than the range) - so if the target is 3 hexes away, the roll
required to hit is 3+.
Soft cover
Dense foliage does not block LOS but does provides additional cover. Foliage or 'soft cover'
can be represented with lichen or similar product. If a hex containing foliage lies in the path
between the shooter and the target (check line of sight) then the foliage counts as 'in the
way'. If however the shooter is occupying a position of soft cover then he may shoot as
normal. If the target is in soft cover then the foliage counts as 'in the way'.
shooter
No clear LOS
shots cannot be taken
target
shooter
target
shooter
target
Saving Throw
When a target is hit a saving throw is made to see if it marks your opponent. On a roll of 1 or 6
the shot is discounted and the target plays on as if he was not hit. If the target is in soft cover,
then the saving throw is 1,2 or 3 rather than 1 or 6. This reflects the increased chance of the
shot breaking up before it hits the target.
Paintcheck
If the a paintballer is hit and the shot has marked - there is one last chance for survival - the
paintcheck. It is up to a Marshal to determine the final judgement on any shot. If a Marshal is
within 2 hexes of the target paintballer, he is moved directly to the hex and checks the player,
often a shot has broken up from hitting foliage in front of a player - or the Marshal fails to find a
clear 'splat' on the player - in such circumstances the target is permitted to play on. If there is
no Marshal within 2 hexes, then the nearest Marshal is moved 2 hexes towards the player
requiring a paintcheck, however the player now has time to wipe he shot clean and so the
Marshal does not continue to move next turn and play continues.
To perform a paintcheck - a 3rd and final dice roll is made. On a 1,2 or 3 the paintballer is not
out of the game and is permitted to play on. On a roll of 4,5 or 6 the paintballer is determined to
have been killed and must leave the field immediately.
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If the flag carrier is killed the flag is left where the player was positioned when hit. If the player
was dug in - the dug in counter is removed.
If the paintballer was carrying a grenade, the grenade is lost also.
Wiping!
If there is no Marshal within 2 hexes range when the paintcheck is called, then the nearest
Marshal is moved 2 hexes towards the target player. The player hit however is free to blatantly
wipe the shot clean since there is no Marshal to observe him. The shot does not count and
play continues. Next turn the Marshal remains where he is - having lost track of who was calling
for a paintcheck.
Suppressive Fire
An alternative tactic to merely trying to shoot the enemy is to use a burst of rapid fire to keep
their heads down while your fellow team mates move forward.
Suppressive fire requires the same initial roll to hit - i.e a roll greater than the range to the
target, however the enemy only gets 1 chance to shrug off the effects of this rapid fire. The
targeted player makes a saving throw using one dice - on a roll of 1 or 6 the saving throw is
successful and the suppressive fire is ineffective and play continues. If the saving throw fails,
the target model is placed on it's side and the rules for impotent players apply.
Suppressive fire is most useful for disabling enemy sentry positions, allowing your team
mates to move forward unmolested. Note that a 6 to hit is still required against a bunker
when rolling for suppressive fire and aiming is not permitted when using suppressive fire.
Sentries
When considering a strategy for defense - it is usful to set up sentry positions. A sentry
position is when a player gets himself into a good spot where he can see the enemy
approaching and ambush them if they move. It costs 2 APs to put a player on sentry. Use a
silver base to show that a player is a sentry.
Sentries cannot move or fire in their own turn - however they can fire upon any moving
enemy in the opposing player's turn provided they are in 'Line of Sight' and within range of an
unaimed shot.
Each time an enemy figure is moved within range of sentry, the sentry may shoot using a
single dice.
The normal 'to hit' roll is required and the shot is calculated in the normal way with the saving
throw and paintcheck if necessary. If an emeny advances 2 hexes - he may be shot at twice
- once each time he moves. There is no limit to how many shots or enemy targets a sentry
may fire at in any given turn.
Note that impotent players, the flag carrier or figures placed in bunkers may not be put on
sentry mode.
Impotent Players
Players that are impotent either because they are out of ammo or because they have been
suppressed by covering fire are unable to return fire in that turn. An impotent player must be
placed on its side.
Impotent players can be charged by the opposing side provided there are no active friendly
players in the same hex.
as many miniatures as he wishes that are within range and that are able to move to join the
charge. Once all figures have been moved a point blank shootout occurs.
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If any defending paintballers are out of ammunition, the are removed immediately as a casualty.
For any remaining defending paintballers the defending player takes one d6 for each, and
likewise the attacking player takes one d6 for each charging figure.
All the dice are rolled together and the highest dice rolls shoot first with any draws going in
favour of the attacking figures. All shots are kills with no saving throws and casualties are
removed immediately and cannot return fire. The combat continues until conclusion.
Example: 2 attackers charge 2 defenders.
The attacking player rolls 2 dice and so does the defending player.
The attacking player rolls a 5 and a 2. The defending player rolls 3 and 5.
The attacking player shoots first (with his roll of 5) killing one of the defenders. The attacking
player chooses which of the defending dice rolls has been neutralised - he negates the '5' roll
and the defending player chooses which model is to removed.
The next shot is the '3' rolled by the defender - killing one of the attacking players. The
defending player chooses which of the attackers remaining dice rolls is negated (with only one
shot remaining it must the '2' roll) and the attacking player chooses which model has been
killed.
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All shots have been fired and two models remain standing - one attacker and one defender.
The shootout must be worked out to a conclusion - so two more dice are rolled to get the final
outcome.
Advanced Rules
This section adds additional rules to the game which should only be used once players have
a firm grasp of the basic rules. In the advanced rules you will find it useful to number the
underside of the figure bases for the purposes of recording expert players and grenades.
Expert Players
Experienced or 'expert' paintballers can easily overwhelm the average paintballer. They are
certainly better shots and are able to fire the paintball gun more rapidly.
To reflect this Expert players in the game have 3 Action points per turn rather than 2.
If expert players are being used - dice for how many expert players are on each team at the
start of the game.
Each player rolls a d6. On a roll of 1 or 2, the team has 1 expert player. On a 3 or 4, the
team has 2 expert players, and on a roll of 5 or 6 - 3 expert players.
Assign a particular model for each expert player and make sure that both you and your
opponent can identify the expert players in the game.
Grenades
Each team may have up to 3 grenades - roll a d6 in a similar way to rolling for expert players
to determine the number of grenades for each team.
The players may choose the type of each grenade - either smoke or paint.
Assign the grenades to the figures in the team. You may assign more than one grenade to a
single individual.
Throwing a grenade costs 2APs. A grenade can be thrown up to 2 hexes range. To throw a
grenade the player must declare the target hex. A d6 is rolled and on a roll of 1 or 6 for
normal players throwing the grenade, or a roll of 1 only for an expert player the grenade
misses the target. If the grenade misses - the opposing player nomiates an alternative hex
adjacent to the target hex as the final position of the thrown grenade.
Smoke Grenades
Once lit, a smoke grenade pumps smoke out at an alarming rate - and continues to
do so until it has burned out. Smoke grenades are extremely hot, and cannot be moved
once thrown (you can't throw it back). Smoke grenades can be represented with a small
amount of cotton wool placed on the hex. Smoke makes it difficult to see enemy targets.
The effect is worse for those standing in the smoke than for those outside of the smoke. If a
shooter is in a smokey hex, he must roll a d6 to see his target before any shot can be fired.
A roll of 4,5 or 6 means the shot can be taken. If this roll is unsuccessful the shot cannot be
taken and the paintballer cannot perform any further actions.
If the smoke is between the shooter and the target then a similar roll is made - but only a 1 or
6 indicates failure to take the shot.
If the target is in the smoke then the shot is taken normally.
At the beginning of each new turn roll to see if the smoke clears. A roll of 1 or 6 indicates
that the smoke is cleared and the cotton wool or similar marker is removed from the board.
Paint Grenades
A paint grenade goes off with a single sudden explosion spraying paint in all directions and
hopefully killing anyone it lands next to.
Roll for each paintballer (including friendly paintballers) in the hex where the paint grenade goes
off. On a roll of 1 or 6 the paintballer is ok and not marked by the paint grenade. Otherwise the
paintballer is marked and a Marshall should be called to perform a paintcheck in the normal
way.
Blind Spots
If you have ever played paintball, you will know that the mask and goggles seriously reduce
visibility and as the player's ears are normally covered also by a hood or the strap of the
goggles (or both) the awareness of other players, and sense of direction that sound normally
gives is also reduced. To reflect this in the advanced game the figures can only see in 3
directions. The hexagonal bases which are normally coloured all red or all blue should have 3
sides painted black around the back of the figure. This represents the figures blind spot.
Targets in the figures blind spot cannot be fired at. Rotating the figure in the movement phase
does not cost any Action Points but rotating a figure does count as a figure being moved for the
puposes of counting towards the no. of figures moved that turn.
You can add hard cover defenses to your game board such as oil drums, crates or wooden
defenses and fallen logs etc. Such defenses come under the heading of 'hard cover'. Hard
cover targets count as 'in the way' provided they are in the path of the shot between the shooter
and the target. Hard cover only counts if the target paintballer is in the same hex as the hard
cover. Hard cover does not protect against paint grenades.
Impotent figures are fully protected by hard cover and cannot be fired at if they are behind
cover. Impotent figures are not similarly protected by soft cover foliage.
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Scenarios
In this section you will find some suggested scenarios, but it can be fun to design your
own scenarios or expand the size of the playing area by adding more boards.
The home bases count as log stockades. Enemy models may enter and occupy the bases but
no more than 2 models in total may be in the base at any time.
Starting positions
The home bases count as log stockades. A maximum of two friendly paintballers may be
placed on the home base hex. When enemy models attack the base no more than 3 models in
total may be in the base at any time (Marshals will move if to adjacent hex if necessary). The
team flags are placed in one of the hexes adjacent to each home base.
Starting positions
Up to 2 models may start on the home base hex, all other paintballers must start in one of the
hexes adjacent to their respective home base.
One marshal starts at each end in one of the hexes adjacent to a home base.
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Cover
3 pieces of soft cover and 1 piece of hard cover may be placed anywhere on the board by
each player.
No models may start on, or enter their own home base hex. All paintballers must start in one of
the hexes adjacent to their respective home base. One player starts the game in possession of
the teams own flag.
One marshal starts at each end in one of the hexes adjacent to a home base.
Cover
3 pieces of soft cover and 1 piece of hard cover may be placed anywhere on the board by each
player.
Victory Conditions
Each team is attempting to deliver their own flag into the enemy home base.
At no time may you move the opposing team's flag - but you may occupy the hex where it is
should the opposing team drop the flag.
Victory Conditions
The enemy flag must be captured and brought back to your own base by a live player.
At no time may your paintballers move their own flag.
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Templates
Single Flag Game
In this scenario only one flag is used (it doesn't matter which colour flag you use).
The flag is placed mid-distance from each team and the objective is to take possession of the
flag and deliver it to the enemy base.
Flag
The home bases count as log stockades. A maximum of two friendly paintballers may be
placed on the home base hex. When enemy models attack the base no more than 3 models in
total may be in the base at any time (Marshals will move if to adjacent hex if necessary). A
single flag is placed in the middlle of the playing area.
Starting positions
Up to 2 models may start on the home base hex, all other paintballers must start in one of the
hexes adjacent to their respective home base.
One marshal starts at each end in one of the hexes adjacent to a home base.
Flag markers
(Can be cut out and stuck onto sentry bases)
Cover
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2 pieces of soft cover and 2 pieces of hard cover may be placed anywhere on the board by
each player.
Victory Conditions
The flag must be captured and delivered to the enemy base by a live player.
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