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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

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At the start of the turn roll for initiative to determine the order the players will move in the
highest score going first.

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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
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not be able to use all of them.

Activation types are as follows


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Move The figure moves can be done multiple times

Shoot The figure shoots can be done multiple times

Aim Can only be done directly before shooting no use if armed with a musket
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Rally Must be the first action a figure takes in the move

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

Special Conduct some other action such as repairing a vehicle


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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.

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MOVEMENT

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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
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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
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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.
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CHARGING

This is a move that ends in contact with an enemy figure resulting in a melee being fought
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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.

Medium Range -1 Long Range -3 Target in cover -2 Wounded -2

Aimed Shot +1 Old Weapon -1 Mounted target +1 Target in building -1

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If more than 10 needed to hit then need to roll 10’s and reroll them needing 6+ to hit

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Weapon Short Range Medium Range Long Range Dice Thrown Notes

Rifle 0-8ins 8-16ins 16-32ins 1 Bolt Action Rifle

Hunting Rifle 0-10ins 10-20ins 20-40ins 1

Old Rifle 0-8ins 8-16ins 16-32ins 1 Old Weapon

SMG

LMG
0-3ins

0-8ins
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3-6ins

8-16ins
6-12ins

16-32ins
2

3
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Pistol 0-2ins 2-4ins 4-8ins 1

Musket 0-4ins 4-8ins 8-16ins 1 Old Weapon

Effects of shooting hits roll 1D10 regardless of the number of hits


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+1 short range -1 long range +1/hit after the first -1 target in cover or prone

1-4 Near miss target must test morale


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5-8 Wounded if wounded twice then the figure is removed from play

9+ Killed remove from play

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