Sample
Sample
Sample
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.
Aim Can only be done directly before shooting no use if armed with a musket
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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
~2~
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.
~3~
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.
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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
SMG
LMG
0-3ins
0-8ins
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3-6ins
8-16ins
6-12ins
16-32ins
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3
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Pistol 0-2ins 2-4ins 4-8ins 1
+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
~4~