Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Look up keyword
Like this
3Activity
0 of .
Results for:
No results containing your search query
P. 1
Breaking News

Breaking News

Ratings: (0)|Views: 33|Likes:
Published by Jeff Palecek
Modern skirmish wargame rules.
Modern skirmish wargame rules.

More info:

Published by: Jeff Palecek on Jan 17, 2013
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as DOC, PDF, TXT or read online from Scribd
See more
See less

10/31/2014

pdf

text

original

 
BREAKING NEWS
THE ULTRAMODERN ESPANSION FOR UOMINI CONTRO
© 2007 Dadi&Piombo
 
 May 9 2007 version
BASIC RULES
1.0 SCALE
This is a skirmish game so one miniature represents one man and one model vehicle is one vehicle. Onecentimetre corresponds to around 2 metres and a turn represents 10-15 seconds of real time.
2.0 YOU WILL NEED…
You’ll need a couple of units or squads (one per player) of around 8-12 figures each to play
“Breaking  News”
(for more details see the Army lists), a few six-sided dice (hereafter referred to as d6), and a ruler or tape-measure (all measurements are in cm). Considering that these are small skirmishes, scenery is veryimportant. Avoid battles in open ground, they will be very lethal and not particularly satisfying.
3.0 TROOP TYPES
Troops are divided into two major types, Regulars and Irregulars, and then into classes according to their quality. Here is a table with the bonuses that apply to each troop type.
REGULARS
InitiativeSpottingFireCoveringfireMeleeSavingThrowSuppressionSpecial Forces5-11SX44+25Elite30-33+14Veteran20-22+14Trained10-11+13
 
Recruit0+11DX0002
IRREGULARS
InitiativeSpottingFireCoveringfireMeleeSavingThrowSuppressionTerrorist Commando20-11+14Fanatics10+101-13Militia0+1+100-12
4.0 SET UP
4.1 Placing objectives
. There are three possible (“missions”) depending on the troops deployed. Objectivesare kept hidden and are only revealed if reached by the enemy (they can only be seen from 10cm away) or discovered thanks to intelligence.
1) Regulars against Regulars.
In this case each player has 5 objective markers that he places on his ownside of the table. Each is numbered and only one represents the enemy’s main objective (the player that hasto defend it chooses it secretly).
2) Regulars against Irregulars
. As above, but in this case the player with the Irregular forces decides theobjective in the enemy’s side of the table with a (hidden) roll of a d6. If they roll a 6 the Irregulars don’t havean objective on the enemy’s side of the battlefield (Information that the Regulars don’t have). In this case the“Irregular” player knows both objectives on the table.
 3) Special Forces against Regulars or Irregulars
. Only the player using the Regular or Irregular forces places the 5 objective markers on his side of the battlefield.
Taking objectives
In order to take an objective, at the end of the turn at least one man must be within 5cm of the marker withno enemies within 30cm. If these conditions are met then the objective is taken for good.
4.2
 
Deployment.
Each player rolls 1d6 and adds the Squad commander’s leadership. The winner chooses theside (herafter called the “First player”). The opponent (the “Second player”) takes the other side.The players place the “Objective markers” one by one, starting with the 2
nd
player.The 2
nd
player deploys at least 50% of his forces. The 1
st
player fields at least 50% of his forces. The 2
nd
 players now deploys the remainder of his army, followed by the 1
st
player.
 
Troops used in Infiltration or Ambush are not deployed (see EXTRA Section).
5.0 TURN SEQUENCE
Once the troops have been deployed on the battlefield, the first thing to do is to decide which unit movesfirst, after which you will assign orders to the soldiers in the activated unit.1)
Initiative
. Both players roll 2d6 and add their main commander’s leadership modifier (not that of theother soldiers) (+1, +2, +3 or +4) and the modifier given by the quality of the troops: +1 Trained, +2Veteran, +3 Elite, +5 Special Forces.Whoever gets the highest total activates the unit and assigns the necessary actions.2)
Actions.
Each miniature that belongs to the activated unit can perform one of these actions (in any order):a)Move up to 15cm b)Move and shoot (5cm without penalty, 10cm with penalty),c)Prepare for opportunity fire (can also turn up to 45° or advance up to 5cm)d)Perform covering fire.Tracked vehicles move 30cm-2d6 and wheeled vehicles move 45cm-2d6. Tanks fire (with the gun) or move(this goes for all tanks… we’re recreating small infantry encounters here, where tanks only have a supportrole). Armoured cars/”Blindos” (or Tanks with an MG) can fire whilst moving with a penalty.
 
If they have to pass obstacles (for example a bush or wall, or when they crash through a building) they stopin front of the obstacle and go through it next turn.
6.0 HIDDEN TROOPS AND SIGHTING
When activating a model, the player can declare if it is hidden or not. You are advised to use a marker toshow hidden troops. If it is in open ground then we assume that the model is crawling. In any case a model incover cannot be fired upon by the enemy apart from with speculative fire using heavy weapons against bunkers, buildings and suspect positions.If they want to remain hidden, hidden troops move 5cm-1d6 (ignoring negative results; if the number isnegative then they remain stationary) and do not fire, otherwise they are automatically sighted.To sight a model you must roll at least the number in the table with 1d6DISTANCE5cm20cm 50cm100cm0356
Modifiers
+2 target in Jungle or at night (without night visors)-1 target in the open+2 if the target is Special Forces-1 if the sighting model is a Sniper + Bonus due to Spotter’s qualitySighting doesn’t cost action points and can be performed once per turn by any model either before or after hecompletes his other actions. Several models can attempt to sight the same target during the same turn. Thetarget is only visible to models that have successfully sighted it or friends that are within 5cm of the sightingmodel. All others are only allowed speculative fire. For every failed sighting the model to be sighted canmove up to 5cm in any direction as a bonus (if the owning player wishes). Considering that more than onesighting attempt can be made on the same model in the same turn, the movement bonus may apply more thanonce.
7.0 FIRING
You must roll one or more d6 to fire with a weapon. The number of d6 depends on the weapon and for certain weapons it also depend on whether you are firing single shots (or aiming) or firing in a burst. Theminimum amount needed to hit depends on the distance to the target and if it is burst fire or not (in the latter case use the number to the right of the “/”). If you fire a burst you can split the dice/shots between more thanone adjacent targets, as long as they are within 5cm of each other. A model can shoot at 360°.
FIRINGRange/result d6 for 1 hitN°d6Weapon2550100150
Pistol3(max 10cm)---1Assault Rifle3/44/65/-6/-1/3 (burst)Precision rifle (Sniper) 23451Sub machine gun46--3Light machine gun45664Medium machine gun45564Heavy machine gun45565Hand Grenade/Flamethrower4(max 10cm)---1RPG/Grenade launcher 456-1Tank/mortars4 (min 10cm)4561
Firing modifiers
If the firer moves more than 5cm (max 10) then move one column to the right.If the target is behind cover then move one column to the right (not applicable to snipers, grenades, RPG,flamethrowers).If a recruit, militia or a fanatic is firing apply a +1 to required result for aimed fire.Add +1 (or +2) to the required result for opportunity fire.If you fire an HMG with only 1 assistant then move one column to the right (unless fixed on turret)

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->