Professional Documents
Culture Documents
'Future Warriors: Kill Zone' was first released by Grenadier Models, and has been unavailable
since that firm ceased trading. Kill Zone provides full rules to enable two or more players to
conduct futuristic shootouts using Future Warriors organised into squads, gangs and individuals.
They are produced here through the courtesy of Nick Lund and Hugh Pitt, who are
working on a second edition of the rules.
Play Testing UK: Doug Cowie, Mark Copplestone, Mal Green, Barrie Jones. Derek Mugridge.
Play Testing US Andrew Chernak, Aaron A.Chernak, Schuyler D. Erle, Abraham F. Evangelista
Special thanks to Derek Mugridge and Ryan Evans for their enthusiasm
1
Future Warriors: Kill Zone 1
1. Introduction 3
1.1 How Kill Zone is played 3
2. Organisation 4
3. Group Orders 5
3.1 Shoot 5
3.2 Stay Sharp 5
3.3 Keep Down 5
3.4 Assault 6
3.5 Snipe 6
3.6 Run 6
4. The Game Turn 7
4.1 Event 1: Initiative 8
4.2 Event 2: Group Action 9
4.21 Action: Remove Suppression 10
4.22 Action: Movement 12
4.23 Action: Shooting 13
4.24 Action: Hand to Hand Combat 18
4.3 Event 3: Changing Group Orders 20
5. Future Warriors Stats, Lists, and Special Rules 21
5.1 Group 1: Individuals 22
5.2 Group 2: Squads 23
5.3 Group 3: Gangs 26
5.4 Equipment Points Cost 28
6. Additional Rules 30
6.1 Day and Night 30
6.2 Area Effect Weapons 31
6.3 Buildings 34
6.4 Examples of Hand Weapons 36
7. Setting Up An Engagement 38
7.1 POINTS VALUE 38
7.3 Terrain 39
7.4 Scenario Type 39
Encounter 39
Raid And Capture 40
7.5 Special rules 41
Assassination 42
2
1. Introduction
'Future Warriors: Kill Zone' Is the first game in the series. It provides full rules to enable two or
more players to conduct futuristic shootouts using Future Warriors organised into squads, gangs
and individuals.
In addition to these rules, all that is needed to begin play are a number of miniatures, some
six-sided dice, a tape measure, a flat surface (such as a table). and whatever you want to use
as scenery.
The figures are organised into their relevant groups and the game is played out in turns, each
turn consists of three events
Event 1: Initiative
Event 2: Action
Event 3: Orders
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2. Organisation
Types of Future Warrior
Kill Zone features the following Future Warrior types, placed into the three groups as follows:
Group 1: Individuals
Group 2: Squads
A squad is made up of trained fighters, usually well equipped and organised. As a rule, it will
generally contain five troopers consisting of a leader, second in command (usually referred to as
a sub-leader), and three troopers. Types that operate in squads are:
Group 3: Gangs
Gangs consist of a loose-knit group of fighters under the control of a gang leader. Although they
usually contain more figures than squads, they tend to be less well equipped. Types that
operate in gangs are:
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3. Group Orders
All groups require orders to operate during an engagement. These are issued at the start of the
game and can be changed during the game. Orders configure the group to act in a defined way
during the course of the engagement. There are 6 general orders applicable to all three groups,
and others that apply solely to certain types (See section 5.3).
3.1 Shoot
Configures the Group to use its maximum firepower and at the same time remain fairly mobile.
NB. Figures can move first and then shoot, or shoot first and then move.
NB. Figures can move first and then shoot, or shoot first and then move.
NB. Figures can move first and then shoot, or shoot first and then move.
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3.4 Assault
If you anticipate hand to hand fighting use this order.
NB. Figures can move first and then shoot, or shoot first and then move.
3.5 Snipe
If you need to hit a target at all costs, use this order.
3.6 Run
Use this order to move your group quickly.
NB. Figures with run orders can only move, they can do nothing else.
6
4. The Game Turn
On the first turn (only) of a game, the first event is to issue all groups with orders.
For the rest of this turn and for all succeeding turns, the sequence of events is as follows:
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4.1 Event 1: Initiative
Initiative determines the sequence of players' moves during Event 2 Group Action. Gaining the
initiative is crucial if a player wants to keep his group one jump ahead of the enemy.
Method
● If any groups have the same score, a group in 'headset contact' will beat a group not in
'headset contact'.
● The player with the group with the highest score now chooses a numbered counter and
places it next to the group leader figure of one of his groups.
● The player with the number one counter will activate their group first during Group
Action.
● The player with the next highest score now chooses one of the remaining counters and
places it similarly.
● Continue until all the counters have gone.
Example of Initiative
It is dawn, amidst the ruins of an abandoned city. Red squad consisting of 5 troopers is picking
its way carefully through the rubble; they are on 'Stay Sharp' orders and in headset contact.
Moving towards them some distance away is a gang of 20 scavengers on 'Keep Down' orders.
The Trooper player rolls a 4 doubled for Stay Sharp orders = 8+3 for the group leader, giving a
total of 11.
The scavenger player rolls a 5+3 for the group leader, giving a total of 8.
The trooper player wins the initiative and decides to let the scavenger player activate their group
first.
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4.2 Event 2: Group Action
In 'Kill Zone,' 4 actions are available:
1. Remove suppression (to find out what suppression is, see below)
2. Move
3. Shoot
4. Hand to hand combat
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Suppression and removing suppression
A figure becomes suppressed when an enemy shooting, or hand to hand combat, attack comes
close to killing it. Exactly when and how this occurs is fully covered in the relevant Actions,
Shooting and Combat. Consider a suppressed figure as one which is definitely shaken up and
currently attempting to present the smallest possible target to the enemy.
Roll 1 dice and modify the score with the following, if applicable;
Base-to-base contact with any member of the same group other than +1
above
● If a figure removes its suppression, it can perform 1 more action this turn, (appropriate to
its group orders), provided it has not already done so.
● If a figure removes its suppression, remove the suppression counter.
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Contacting a suppressed figure.
If a suppressed figure is contacted by an enemy figure, the enemy player has the following
options:
A deadly firefight has developed amidst the ruins and a desperate trooper attempts to remove
his suppression. He is alone, but all his squad are alive and no other troopers are suppressed.
The trooper player rolls a dice, it comes up 2.; + 1 half or more of the squad still alive, +1 no one
else in the squad suppressed, for a total of 4.
The trooper falls to remove his suppression and can only move up to 3".
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4.22 Action: Movement
All figures move according to orders. See the relevant order for movement distances. Note:
Players are free to move their figures in any direction they choose. provided they do not exceed
current movement allowances. Figures in a group are not obliged to remain in contact with one
another. See section 4.3: 'Changing Orders.'
Difficult terrain
● Difficult terrain is crossable by a figure on foot and will take 4" off movement.
● Typical difficult terrain consists of walls, ditches, streams, fences, areas of rubble,
rubbish. wadeable water, etc.; anything that must be or can be climbed over or under.
● All players should decide before an engagement what constitutes difficult or impassable
terrain. See section 7: 'Setting up an Engagement.'
Movement modifiers
● Entering a building ends movement. Any other actions still available are permitted.
● Leaving a building takes 4" off a move.
Example of movement
During the same turn the trooper player moves his sub-leader to help out the suppressed
trooper. The trooper is 8" away but the route is blocked by a wall. The sub-leader has 6" of
movement on 'Stay Sharp' orders and climbing over the wall takes 4" off that leaving 2" left to
move. The sub-leader ends his move 2" away from the suppressed trooper, next turn if the
sub-leader moves before the trooper he will be able to assist him in removing the suppression.
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4.23 Action: Shooting
All figures shoot according to orders. See 3.1 'Shoot' section for details.
Shooting sequence:
● If a straight line can be drawn from the shooter's base to the target's base with no
interruption, line of sight is established.
● If only a portion of the target's base is visible, line of sight is still established.
● If the target is in base to base contact with scenery that obscures its base, but still shows
half or more of its body, line of sight can be established. (i.e., the target is behind a
waist-high wall.)
● Likewise, the shooting figure abides by these same rules.
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Targeting
Roll 1 dice (for each shot) and modify the score with the following if applicable:
Hero shooting +1
Sighting aid +1
Close range +1
NB. A suppressed figure with 'Keep Down' orders will only count the -1 targeting modifier once.
Hits
Look at the weapon stats chart and roll the weapon damage dice for the weapon. Total the
score.
Go to target kill. If the score is equal to, or greater than, the target has been hit and killed. If the
score is less but within 6 points, the target has been suppressed. That figure now is now
suppressed, and acquires a suppression counter. See 4.2 'General Rules: Supression.'
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WEAPON STATS
NOTES
● A military assault rifle incorporates an explosive round launcher. On single shots, 1 shot
is fired from either rifle or launcher. On rapid shot fire, either 2 shots from the rifle and 1
from the launcher, or 3 shots from the rifle and none from the launcher are allowed.
● A light laser has no range limitation.
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Target Cover modifiers
Target in Medium cover -4 Target figure's base fully obscured, but figure
is in base contact with scenery/terrain, and
half or more of the figure is visible.
Human +7 9+
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Example of shooting
Several turns later, the scavengers switch to 'Shoot' orders and a scavenger with a machine
pistol has line of sight to two troopers at close range. Both troopers are in cover, and lightly
armoured. A machine pistol will rapid fire 5 shots and the Scavenger player decides to open fire
on the first trooper.
The scavenger rolls the first dice to target the first trooper.
It comes up 4 + 1 close range .... .miss. The second comes up 3, + 1 close range 4.. .miss. The
third comes up 5+1 close range = 6, a hit
The scavenger player now checks to see if the hit kills or suppresses the trooper.
On the Weapon Stats chart a machine pistol does 2 dice damage, the player rolls two dice, they
come up 4,3=7.
On the Target Modifiers chart he counts -2 the trooper is in soft cover. Total = 5.
On Target Kill a lightly armoured man needs 9 or more to kill The score is 5. The trooper is not
killed but is suppressed as the final score was within 6 of the kill score. A suppression counter is
placed next to the trooper.
The scavenger player can now choose to select another target (he has two shots remaining) or
continue shooting at the first. He decides to shoot at the second trooper and proceeds to target
the trooper using the method described above.
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4.24 Action: Hand to Hand Combat
Every figure type in Future Warriors has one or more combat dice, as indicated in the lists.
These dice are used to determine the results of hand to hand combat. The more combat dice a
type has, the more effective it will be in hand to hand combat. Weapons will also modify the dice
score, refer to the weapons modifier table.
● Only figures with assault orders and not suppressed can initiate combat (i.e. attack)
● Combat is initiated immediately a figure with "Assault" orders makes base to base
contact with an enemy. At this point no other actions except combat are available to any
of the figures involved.
● A figure without assault orders that starts its turn next to an enemy is free to move first
and then shoot if covered in its orders.
● If a figure contacts or is in contact with more than one enemy, divide the figure's final
score by the number of enemies (round down) and apply to each enemy.
Combat method
Results
● The player with the highest score wins the combat and generates a kill score.
● The kill score is the difference between the two scores.
● If the loser is lightly armoured, subtract 2 from the kill score.
● If the loser is a Hero/Heroine, subtract 2 from the kill score. If the loser is a Cyborg S
type subtract 6 from the kill score.
● Should this result in the loser now having a higher score than the winner, the combat is
treated as having no effect.
● If the kill score is 4 or more the opponent is killed.
● If the kill score is less the opponent is suppressed.
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Weapons Modifier Table
Any handgun +1
Razor claws +2
Sword +3
Chain +1
Dagger +1
If a figure carries a weapon in each hand, use the higher modifier, and add 1.
A trooper with 'Assault' orders makes base to base contact with a scavenger on 'Shoot' orders.
The trooper has a dagger the scavenger has no hand to hand weapon
The trooper player rolls 1 dice it comes up 6, + 1 for the dagger and doubled for'assault' orders
= 14.
The trooper player has a kill score of 12 the scavenger did not stand a chance.
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4.3 Event 3: Changing Group Orders
Players who wish to change orders remove the existing order counter and, if successful. replace
it with the new one face down. They do not have to declare what the new order is. When all
players have completed this event, the new order counters are turned face up.
When an order is changed the old order counter is removed and the new one replaced face up
next to the highest ranking member of that group. This also applies to individuals.
All figures in a group not in headset contact must be within 8" of each other, or group orders
cannot be changed.
Method
● Score 6 or more = OK, new order goes through, place new order counter face down next
to individual, group leader or next in command. Turn the new order counter face up
when all players have finished changing orders.
● Score 3 to 5 = failure, old order stays.
● Score 1 to 2 = Screw up, old order stays, all figures in group become immediately
suppressed. Place suppression counters next to all figures in group.
Both sides have performed Event 2 Action and now it is time for Event 3 Changing Orders.
The scavenger player does not wish to change orders but the trooper player wishes to change
to 'Snipe.'
The trooper player rolls 1 dice, it comes up 5. No one in the squad is suppressed and the squad
leader is still alive for a final score of 12. The new order goes through and a 'Snipe' order
counter replaces the old order face up next to the figure of the squad leader on the table
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5. Future Warriors Stats, Lists, and Special Rules
Use the following lists when assembling your groups prior to playing engagements, scenarios
and campaigns.
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5.1 Group 1: Individuals
Heroes/Heroines
● Select the Hero type you want (e.g. Scavenger), and add 100 points to their usual total.
● There can only be one Hero type per 3 allied groups or part thereof.
● If a Hero type is killed by any method, the Hero player immediately rolls 1 dice.
Score
3 - 6 Hero/Heroine is not killed, remains in play, but become suppressed if not already so.
● In hand to hand combat they will use 2 combat dice, and add a modifier of +2 regardless
of any weapon they may carry.
● They have the following equipment inbuilt: Sighting aid, Night sight.
● A Cyborg S type is programmed for only the following orders: Shoot, Keep down,
Assault.
● A Cyborg S type is programmed to use only the following weapons: All handguns,
Shotguns, Machine pistols.
● A Cyborg S type can add 1 extra volley to all shooting weapons, provided they can fire
more than 1 shot.
● During darkness a Cyborg S type has no movement penalty.
● A Cyborg S type cannot be captured
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5.2 Group 2: Squads
Troopers
Squad leader light armour, military assault rifle, headset contact 49 pts
Squad sub-leader light armour, military assault rifle, headset contact 44 pts
Squad trooper light armour, military assault rifle, headset contact 39 pts
Squad trooper light armour, military assault rifle, sighting aid, headset contact 49 pts
Squad trooper light armour, light assault cannon, headset contact 49 pts
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Law Enforcers
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Rebels
Rebels have sole access to the order 'Hit and Run', which operates as follows:
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5.3 Group 3: Gangs
Scavengers
● Use one combat dice per figure. Scavengers operate in gangs of any size.
● The gang must always have a gang leader.
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Savages
● When savages have assault orders they cannot be suppressed by hand to hand combat.
● Savages that are suppressed before receiving assault orders must still remove their
suppression as normal.
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5.4 Equipment Points Cost
Upgrade to sub-leader +5
Armour
Light 4
Weapons: Guns
Heavy handgun 7
Handgun 4
Machine Pistol 12
Auto Shotgun 3
Shotgun 2
Assault rifle 20
Light laser 36
Scatter Gun 4
Misc. items
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Sighting aid 10
Headset 5
Night sight 10
Razor claws 2
Dagger 1
Sword 3
Chain 1
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6. Additional Rules
When an engagement has been chosen and the area set up, before any groups have deployed,
check to see if it Is day or night.
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6.2 Area Effect Weapons
Hand grenades
General rules:
● Hand grenades can be used with any orders that allow shooting. 1 hand grenade can be
primed and thrown instead of the figure shooting.
● If the figure has 'shoot orders', they can fire 1 volley and prime and throw 1 hand
● grenade.
● Scavengers and Savage Types can carry a maximum of 1 grenade per figure per gang.
● Rebels and Law Enforcers can carry a maximum of 2 grenades per figure per squad.
● Other figures can carry up to 3 hand grenades.
● Hand grenades are represented by target counters. Keep the target counters face down
next to the figure that carries them. Note that if you are also using flame throwers or
missiles, it is a good idea to give grenade counters a distinctive colour from the others.
Method
● Select an aiming point (e.g. an enemy figure) by placing a target counter face up on the
target.
● Apply targeting as normal.
Hit = All figures within 2" of the aiming point take 4 dice damage.
Miss = All figures within 2" of the aiming point take 2 dice damage.
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Flame thrower
General rules
Method
● Select an aiming point (e.g. an enemy figure) by placing a target counter face up on the
target.
● Apply targeting as normal.
Hit = All figures within 1" of the aiming point take 4 dice damage.
Miss = All figures within 1" of the aiming point take 2 dice damage.
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Light Missile Launcher
General rule
● A figure must have 'Snipe' orders to operate and fire a missile launcher.
● A figure can carry up to 5 missiles.
● Missiles are represented by target counters. Keep the target counters face down next to
the figure that carries them. Note that if you are also using flame throwers or hand
grenades, it is a good idea to give the missile counters a distinctive colour from the
others.
● Scavengers and Savages can only have 1 light missile launcher per gang and carry a
maximum of 3 missiles.
● Law Enforcers will not use missile launchers.
Lock-on Method
Score 3-6 = Lock on acquired, missile launches and hits target. Roll 5 dice damage for all
figures
within 4" of the target counter. Remove the target counter (the missile has been fired).
Score 1-2 = Lock on fails, missile does not launch. Take back the target counter. Shooting is
finished for this figure.
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6.3 Buildings
The following rules allow buildings to be simply incorporated into Future Warriors: Kill Zone.
Building Zones
● Buildings in Future Warriors are divided into 3 zones. Centre, Edge and Roof.
● It costs 4" of movement to move from one zone to another.
● When a figure enters a building it is via an edge zone.
● Figures in the centre zone can only shoot at others in the centre or edge zones of the
same building. Range is always long and the target figure will always count medium
cover.
● Figures in the edge zones can shoot at others in the same edge zone or in the centre
zone. They can also shoot out from the building (see note below) and be shot at by
those outside. When shot at from the outside, the edge zone figure will count medium
cover.
● Figures on the roof can shoot off the roof and at others on the roof, they cannot shoot at
any figures in other zones of the same building, i.e. centre or edge.
● Figures must be in the same zone to contact each other; i.e. melee, capture. etc
Doors
There are two options for doors when using models on the table top.
1. Use the doors depicted on the model building. If the edge has no doors the figure cannot
move into the building from there.
2. Ignore the doors depicted on the model and agree beforehand that all building edges have
some form of door, opening, loophole. etc., thereby allowing figures to move into the building
from all edges.
Windows
Similarly, there are two options for windows when using models on the table top:
1. Use the windows depicted on the model building. If the edge has no windows then the figure
cannot shoot from them.
2. Ignore the windows depicted on the model and agree beforehand that all building edges have
some form of window, opening, loophole. etc., thereby allowing figures to shoot from all edges.
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Depicting figures in buildings
Use the numbered arrowed counters on the counter sheet. When a figure enters building,
remove it from the table and replace it with the counter. If the figure is in the centre zone place
the counter against the building with the arrow facing towards the centre. If the figure is in an
edge zone, place the counter against the building edge the figure occupying with the arrow
facing outward. Keep a careful note of which figure to what counter. When a figure leaves a
building put the model back onto the table remove the counter.
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6.4 Examples of Hand Weapons
Handguns Cover all forms of small\medium handguns from revolvers through to magazine
loading types.
Machine Pistols Include all types of sub and light machine guns. They are all light, easily
carried, and have a high rate of fire over a short-range.
Auto Shotguns Any shotgun capable of firing more than 2 shots in quick succession can be
classed as an auto type. A typical example would be a pump-action shotgun.
Assault Rifles All types of heavy automatic rifles are included. Commonly used as basic
equipment by most infantry types, and comes in many variants. Armed civilians, rebels, and
crooks, etc., are always in the market for these weapons.
Military Assault Rifles Standard military issue to all Troopers and most Marine types. The
military assault rifle operates reliably in most environments, from swamps and deserts through
to deep space. When this weapon incorporates an explosive round launcher, it has excellent
short-range performance in addition to its already good long-range
Explosive Round Launchers Fire small low-velocity explosive rounds over a short-range.
These deliver a punch well able to take out most man-sized opponents
Light Assault Cannons Usually used by military squads and sometimes by police, these
weapons will deliver small effective cannon shells over a good range. The full kit features
integrated recoil control and simple, in-built auto-targeting, enabling the laying down of accurate
fire at long range.
Light Lasers Include all forms of light lasers from rifles through to more advanced pistols. If
they are to be used to their full potential, lasers must carry their own power generators, thereby
making even a light laser heavy. Without a power generator (as used on most rifles and pistols),
the laser cannot carry enough power to deliver more than a few shots without having to undergo
a lengthy recharge. When used by the military, the light laser will carry generators making it
superb. but cumbersome, long-range foot weapon.
Scatter Guns Include all forms of firearm built with the sole purpose of delivering lethal scatter
charges over a short-range. but with no attention to accuracy. Typical scatter guns would be
blunderbusses, homemade multi-barrelled affairs, crude hand cannons, etc. Ammunition
supplies utilise whatever happens to be at hand, the most common being nails, screws, glass,
etc.
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Hand Grenades Cover all forms of purpose-made hand grenades. These will reliably deliver an
effective high explosive/shrapnel burst.
Light Flame Throwers All one-man hand-held flame throwers fall into this category.
Missile Launchers These are able to fire a diverse range of warheads, from sophisticated
seekers to dumb high explosives. These weapons carry simple visual auto-targeting that can
acquire and lock on to most straightforward targets. Although bulky. they are devastating
against low or medium tech level opponents, who would be unable to jam or fox them. Almost
always found in the hands of military troopers and marines, and sometimes in rebel squads.
These weapons require extensive personnel training to allow the operation to their full potential.
37
7. Setting Up An Engagement
This section deals with the setting up of engagements between hostile groups of Future
Warriors.
This could be, for example, a squad of 3/4 Troopers against a squad of Rebels or Scavengers,
or a lone Law Enforcer Hero against a gang of Savages.
This points range would allow, for example, a full Trooper Squad to oppose a combined force of
a Rebel Squad and a Scavenger Gang.
One of the many features of 'Future Warriors: Kill Zone' is that any flat surface can be used for
the playing area. For example, a table or a rug on the floor are perfectly adequate.
If you are an experienced modeller or games player you may have already had a suitable
surface and scenery devoted to playing miniature battles. 'Future Warriors: Kill Zone' is perfect
for this gaming environment.
The scenery and terrain that you use depend entirely on what you have available, and the
scenario chosen. Boxes and books can double as buildings and ruins, mugs and cans used as
water towers or fuel tanks; any sort of child's model building can be implemented. Model cars
make excellent cover and add atmosphere.
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7.3 Terrain
When the engagement area has been set up, all players must agree on difficult and impassable
terrain.
If a scenario requires that only one side sets up they must ensure that opponents are fully
aware of any difficult or impassable terrain.
Scenario Types
Encounter
An encounter is probably the most common scenario type. It is well suited for any size of one-off
engagement.
Objective
The objective for both sides is to wipe out the other, no prisoners taken The winner is the side
that achieves this.
1. Both sides agree on a points value and organise their groups accordingly.
2. One side sets up the playing area as they choose, i.e. a city block with streets; a factory
complex with storage tanks; ruins of any sort; wastelands; desert; etc. anywhere you
think a Future Warrior shoot out could take place. If you do not have the scenery,
improvise.
3. The other side selects which side of the game table they will start from. Players always
start an encounter from the edge of the table and opposite each other.
4. Players dice to see who sets up their group first. The lowest score sets up first, the
highest score sets up last.
● All figures in a group must be set up within 4" of their own table edge.
● All figures in a group must be set up within 6" of their group leader.
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Raid And Capture
Objective
Raider objective: To capture one enemy figure and exit from your own table edge with it.
Defender objective: To prevent the raiders from achieving their objectives, without retreating off
the table.
Victory conditions
If the raiders achieve their objective and get half or more of their figures off their own table edge,
they have won.
If the raiders achieve their objective, but get less than half of their forces off their table edge, the
game is drawn.
1. Raiders have a points value one and a half times that of the defenders.
2. Defenders set up the playing area. It can be any sort of environment.
3. Defenders place their forces anywhere on the table. They must all be within 6"' of their
group leader.
4. The raiders place their forces along any one table edge. They cannot be within 18" of
any defenders, and must all be within 6' of their group leader. The edge where raider
forces are placed is the one they must leave by with their captive.
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7.5 Special rules
Captives
● A figure is captured if it is suppressed, and in base to base contact with an enemy figure
during that figure's turn. Instead of automatically killing the suppressed figure, the enemy
figure chooses to capture it instead.
● Whilst a captive remains suppressed, and in base to base contact with an enemy figure,
it is a captive.
● The captive cannot attempt to remove its suppression.
● The captive is under the control of the captor player and is now moved by them.
● Moving with a captive is at -2' to the current orders.
● A captive cannot escape unless the captor is killed or suppressed. In this case the
captive now reverts to being merely suppressed and is free to move and remove
suppression if it can.
● Cyborgs are immune to capture
● Either side states they are using non-lethal combat prior to resolving the combat.
● If they win, instead of killing the opponent they immediately suppress and capture it.
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Assassination
Objective
Assassins: Assassinate the 'target' figure and escape with at least one figure off the table.
Guards: Move off the table with the 'target' figure still alive. For more information on the
'targeted' figure see special rules below.
Victory conditions
1. The assassins start with half the points value of the guards.
2. The assassins set up the playing area. It can be any sort of environment.
3. The assassins set up their groups in the middle of the table. No figure can be within 12'
of a table edge, all figures must be within 8' of their group leader
4. The defender sets up their groups on any table edge they choose. They set up 4" within
the table edge, and all figures must be within 6' of the 'target' figure they are defending.
5. The assassins will leave the table from the edge the guards set upon.
6. The guards will leave the table on the opposite edge to the one they set up on
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