Back of Beyond - Skirmish Rules
Back of Beyond - Skirmish Rules
Back of Beyond - Skirmish Rules
SKIRMISH RULES
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INTRODUCTION
A set of skirmish rules for games set in the Back of Beyond using 28mm figures each player
would normally command 8-12 figures the rules are ideal for multi player games where the
players have different and often contradicting objective.
TURN SEQUENCE
At the start of the turn roll for initiative to determine the order the players will move in the
highest score going first.
ACTIVATION
The player who’s turn it is rolls 2D6 and adds 1 if they still have a figure with the leadership
ability on the table this is the number of actions their troops can undertake during the turn
each figure has a maximum number of activations it can make so it is possible that they may
not be able to use all of them.
Aim Can only be done directly before shooting no use if armed with a musket
Sentry Must be the only action the figure takes in the move
Charge Can only be done once in a move if they end in contact then fight a melee
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VISIBILITY
Figures are considered to be able to see anything they have a line of sight to areas of terrain
that block line of sight such as woods can be seen into up to 4ins and figures inside a wood
can see other figures in the wood up to 6ins away. These figures can be changed to
represent denser areas of terrain as required, exactly how terrain effects visibility should be
defined before the start of the game.
MOVEMENT
When a figure is moved it may change facing before and after the move but the move its
self must be in a straight line.
Foot move up to 6ins or 4ins in bad going deducting 1ins to cross any obstacles and a further
2ins if wounded.
Mounted move up to 12ins or 6ins in bad going also deducting 1ins to cross an obstacle
Exactly what counts as good or bad going should be decided before the start of play and it is
possible to have some terrain that has a greater effect on movement or that is classed as
impassable.
A moving figure can elect to run adding 1D6 ins to their movement this can only be done in
good going and only once/turn the figure is also unable to change facing after the move is
completed running is not possible for wounded figures.
CHARGING
This is a move that ends in contact with an enemy figure resulting in a melee being fought
the figure being charged must take a morale test to see how they respond to the charge.
SENTRY
If an enemy figure moves in their line of sight they may fire at it, this lasts either they are
attacked by the enemy or they are activated to do something else.
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SHOOTING
Each figure has a shooting ability this is what they need to hit with the following bonus’s
using a D10, some weapons get to throw multiple dice.
If more than 10 needed to hit then need to roll 10’s and reroll them needing 6+ to hit
Weapon Short Range Medium Range Long Range Dice Thrown Notes
+1 short range -1 long range +1/hit after the first -1 target in cover or prone
5-8 Wounded if wounded twice then the figure is removed from play
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MELEE
To fight a melee both players roll 1D10 and add to this the melee value of the figures
involved + any of the following bonus’s.
Prone -2
7+ Loser is killed
Figures trying to move out of a melee fight a round of melee if they win or draw then move
directly away from enemy their full move distance otherwise they will be effected as normal
when losing a melee.
A prone figure in combat can choose to stand up before fighting a melee but cannot choose
to move out of contact.
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MORALE
When they are wounded, when they are charged and if their leader is killed or otherwise
lost or they suffer a near miss from shooting.
To test roll 1D10 needing to score their morale value or more to pass with the following
bonus’s
Results
If they pass the test then act as required figures being charged can shoot at the charger if
the charger is charging the front of their figure treat firing as medium range
If they fail test then wounded figures are knocked down and must pass a morale test before
they can conduct any other actions, figures that suffered a near miss will get 1 less action
the next time they are activated. Figures that have lost their leader must retreat a full move
towards their baseline and test again when activated to avoid retreating again if they reach
the table edge then remove them from play, a figure being charged will also retreat but
does not have to test again.
A figure that rolls less than half the required score is removed from play either they have
fled the battle or succumbed from their wounds.
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VEHICLES
The only vehicles used in this game are softskin transport vehicles such as truck, staff cars
and motorcycles there are obviously lots of different types of vehicles feel free to adjust the
figures given to suit and other vehicle types you may want to use.
These are the move distances and maximum turns a vehicle can make the turn can be split
throughout the movement as required
A vehicle can only change speed by 1 speed band each turn and can only move once/turn
Vehicles travelling at fast speeds in bad going must roll for accidents 1D10 on a score of 1
the vehicle has suffered a puncture and must slow down and stop over its next moves.
Shooting out of a moving vehicles gets a -1 penalty shooting at a vehicle crew member treat
them as being in cover. If the driver is wounded roll 1D10 on a score of 5 or less the vehicle
is out of control this happens automatically if the driver is killed.
7-8 Turns 450 moves then turns a further 450 and slows down
9-10 Vehicle flips over unless travelling slow or reverse when it moves 2ins and stops.
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SPECIAL ABILITIES
Some special abilities for figures in the game feel free to create more
Killer If they win a melee immediately fight a second round of combat if possible
Reactive When shot at can immediately return fire if the shot misses
Sprinter When running roll 2 dice and take the highest score
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SAMPLE FORCES
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SAMPLE CHARACTERS
Mercenary will work for anybody with the money to pay him
Worked as a bodyguard for a Chinese Warlord can fire both pistols when shooting needing
6+ to hit
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SCENARIO IDEAS
Set in an ancient ruined city a group of archaeologists being attacked by a bandit group
trying to steal the artefacts they have found could also include a Chinese force who are
pursuing the bandits and also want to stop the archaeologists removing the artefacts.
A group of White Russian troops fleeing into China pursued by a Bolshevik force they are
trying to join a Chinese Warlords force, the Bolsheviks also have the support of a different
Chinese faction, start the forces in the corners of the table diagonally opposite their allies.
After a Chinese Warlords death his senior officers meet to decide who should replace him, a
shot is fired and now it is every man for himself. Each force has a senior officer a couple of
bodyguards and 6-7 regular infantry the last man standing will become the next warlord.
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