Future Warriors

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Future Warriors: Kill Zone Writer: Nick Lund Producer: Hugh Pitt Editos: Doug Cowie and Mark Copplestone Play Testing UK: Doug Cowie, Mark Copplestone, Mal Green, Barrie Jones. Derek Mugridge, Norman Hunter, Steve Herbert 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 Kill Zone is a Trademark of Nick Lund.

description

Rules for the OOP Grenadier Future Warriors line of miniatures.

Transcript of Future Warriors

Page 1: Future Warriors

Future Warriors: Kill Zone

Writer: Nick Lund

Producer: Hugh Pitt Editos: Doug Cowie and Mark Copplestone

Play Testing UK: Doug Cowie, Mark Copplestone, Mal Green, Barrie Jones. Derek Mugridge, Norman Hunter, Steve Herbert 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

Kill Zone is a Trademark of Nick Lund.

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CONTENTS

1 1.1

2 2.1

3

4 4.1 4.2 4.21 4.22 4.23 4.24 4.3

5 5.1 5.2 5.3 5.4

6 6.1 6.2 6.3 6.4.

7 7.1 7.2 7.3 7.4 7.5 7.6 7.7

Introduction How Kill Zone is played

Organisation Types of Future Warrior

Group Orders

The Game Turn Event 1. Initiative Event 2. Group Action Action: Remove Suppression Action: Movement Action: Shooting Action: Hand-To-Hand Combat Event 3. Changing Group Orders

Future Warriors Stats, Lists, Special Rules Group 1: Individuals Group 2: Squads Group 3: Gangs Equipment Points Cost

Additional Rules Day and Night Area Effect Weapons Buildings Examples of Hand Weapons

Setting Up an Engagement Points Value Playing Area Terrain Scenario types Special Rules Captives Personnel Roster Sheets

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l 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 shoot outs 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.

1.1 How Kill Zone is played

First an engagement is set up using the guidelines in section 7, or taken from a specially written scenario or campaign.

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

2. Organisation

Types of Future Warrior

Kill Zone features the following Future Warrior types, placed into the three groups as follows:

Group 1: Individuals

There are two types of Individual in Future Warriors.

Heroes/Heroines and Cyborg S type.

For more details on individuals, see section 5.1.

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:

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Troopers, Law Enforcers and Rebels.

• A squad must always start the game with a squad leader. • A squad must always start the game with a sub-leader.

For full details on putting together a squad see section 5.2.

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:

Savages and Scavengers.

• A gang must always start the game with a gang leader.

For full details on putting together a gang see section 5.3.

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 the three groups, and others that apply solely to certain types (See section 5.3).

Full details of the six orders are:

3.1 Shoot

Configures the Group to use its maximum firepower and at the same time remain fairly mobile.

• Can move up to 8". • Can shoot at more than one target. • Can use rapid fire.

NB. Figures can move first and then shoot, or shoot first and then move.

3.2 Stay Sharp

Use this order when you need the initiative during a coming turn.

• Can move up to 6". • Can take 1 shot. • Double dice score for initiative.

NB. Figures can move first and then shoot, or shoot first and then move.

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3.3 Keep Down

Using this order will make your Group more difficult to target by the enemy.

• Can move up to 4". • Can take 1 shot. • Harder to target (see section 4.23). • Harder to kill (see section 4.23).

NB. Figures can move first and then shoot, or shoot first and then move.

3.4 Assault

If you anticipate hand to hand fighting use this order.

• Can move up to 8". • Can take 1 shot.

• Can double their score in hand to hand combat.

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.

• Can move up to 8" or take an 'aimed shot'.

3.6 Run

Use this order to move your group quickly.

• Can move up to 14"

NB. Figures with run orders can only move, they can do nothing else.

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:

1. Roll dice to determine initiative by group. 2. Group action (depending on initiative). 3. Changing group orders.

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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

• Lay out the numbered counters, one for each group in play.

• Players roll 1 dice for each group they are commanding.

• The dice score is modified as follows:

The Group has 'Stay Sharp' orders Double score

Group has a leader still living, and not suppressed. +3

• 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 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.

Both player roll 1 initiative dice for each of their groups.

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

General rules for group action

• A figure performs actions according to its group orders. • Go through each group as per the results of initiative, and perform

actions on a figure by figure basis. Return the initiative counter. • If a figure is suppressed it can now test to remove the suppression.

See below. • If a figure is not suppressed it is free to carry out actions according to

its group orders. • The sequence in which a figure performs any actions is up to the

player, but actions cannot be taken in part. i.e. A figure cannot part move, then shoot, then carry on moving.

• Any action that a figure attempts is immediately calculated and performed. i.e., If a figure takes a shot the results are immediately implemented.

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.

Suppression - general rules

• A suppressed figure is always shown on the tabletop by having a suppression counter placed next to it.

• Suppressed figures ignore their current orders and can only move up to a maximum of 3".

• They cannot perform any other actions. • Once per turn the player can attempt to remove the figure's

suppression.

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4.21 Action: Remove Suppression

Roll 1 dice and modify the score as per the chart, if applicable;

Score 6 or more = OK, remove suppression. Score 5 or less = Not OK, still suppressed.

• 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.

Group leader or Cyborg testing +3

Base-to-base contact with group leader or Hero

+3

Base-to-base contact with group sub-leader

+2

Base-to-base contact with any member of same group other than above

+1

No one else in group suppressed +1

Half or more of group still alive +1

Contacting a suppressed figure.

Contact occurs when a figure's base is touching that of another figure.

If a suppressed figure is contacted by an enemy figure, the enemy player has the following options:

1 Automatically kill the suppressed figure.

2 Capture the suppressed figure. See section 7.5.

Example of removing suppression

A deadly fire fight 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

For more information on buildings, see section 6.3 'Buildings.'

• 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.

4.23 Action: Shooting

All figures shoot according to orders. See 3.1 'Shoot' section for details.

Shooting sequence:

1. Establish line of sight to the target. 2. The shooting player states the number of shots and targets, according

to the figure's current orders. 3. Range is measured. 4. The shooting player makes the appropriate targeting roll or rolls. 5. If the targeting roll is successful the shooting player then makes a 'Hit'

roll. 6. If the hit results in the target being killed, it is removed from play.

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7. If the hit results in the target being suppressed, a suppression counter is placed next to it.

Establishing line of sight

• 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.

Targeting

Roll 1 dice (for each shot) and modify the score as per the chart if applicable:

• Score 6 or more = Shot on target. Go to 'Hits' below.

• Any 6 rolled before modifiers Automatic hit.

• Any 1 rolled before modifiers = Automatic miss.

NB. A suppressed figure with 'Keep Down' orders will only count the -1 targeting modifier once.

Aimed shot (shooter has 'Snipe' orders) +2

Hero shooting +1

Sighting aid +1

Close range +1

Target with 'Keep Down' orders (or suppressed) - 1

Hits

Look at the weapon stats chart and roll the weapon damage dice for the weapon. Total the score.

Subtract target cover modifier, see chart below.

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

Weapon Short Range Long Range Rapid Shots Damage

Heavy Handgun 0 - 5" 5 - 14" 2 3 dice

Handgun 0 - 8" 8 - 18" 2 2 dice

Machine Pistol 0 - 8" 8 - 24" 5 2 dice

Auto Shotgun 0 - 6" N/A 2 4 dice

Shotgun 0 - 6" N/A 1 4 dice

Assault Rifle 0 - 10" 10 - 30" 3 3 dice

Military Assault Rifle 0 - 10" 10 - 30" 3 3 dice

Explosive Round Launcher

N/A 6" 1 see below

5 dice

Light Assault Cannon 0 - 14" 14 - 24" 3 4 dice

Light Laser 0 - 12" Line of Sight

1 3 dice

Scatter Gun 0 - 4" 4 - 8" 1 4 dice

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.

Target Cover modifiers

Target has 'Keep down' orders

-2

Target in Soft cover -2 Target figure's base partially obscured.

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.

Target Kill by type and armour

Type Unarmoured Lightly Armoured

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Human +7 9+

Cyborg S type +14 N/A

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.

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.

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• 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

• Attacker rolls combat dice. • Adds any weapon modifiers. • If the attacker has 'Assault' orders the score

is doubled. • The final score is totaled. • Defender does the same.

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.

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.

Example of hand to hand combat

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 scavenger player rolls 1 dice it comes up 2, there are no additions.

The trooper player has a kill score of 12 the scavenger did not stand a chance.

4.3 Event 3: Changing Group Orders

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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

Roll 1 dice, and apply modifiers as per chart:

• 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.

No one in squad currently suppressed

Double score.

Group leader still alive +2

Sub-leader still alive +1

Example of changing group orders

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

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

• Use 2 combat dice per figure. • Heroes/Heroines operate alone in a single figure group. • If a Hero/Heroine is suppressed they automatically remove it during

their turn in Event 2. • A Hero/Heroine can automatically change orders during Event 3.

provided they are not currently suppressed.

Points cost for Hero Types

• 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.

Special Rules (the Heroic Save)

• If a Hero type is killed by any method, the Hero player immediately rolls 1 dice.

1 - 2 : The Hero type is indeed killed.

3 - 6 : Hero/Heroine is not killed, remains in play, but become suppressed if not already so.

Cyborg S type (Street model Mk 7c)

• 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

Points cost for Cyborg S type

• Base points cost 75 points. • Add points cost of any extra weapons and equipment the Cyborg S

type may carry.

5.2 Group 2: Squads

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Troopers

• Use one combat dice per figure.

• Troopers operate in squads of 3 to 5.

• The squad will always contain a leader and a sub-leader.

• A trooper squad will always be equipped with headset contact.

• Troopers always wear light armour.

Trooper types

Equipment Cost

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

Squad trooper

light armour, light laser, headset contact

49 pts

Law Enforcers

• Use one combat dice per figure.

• Law Enforcers operate in squads of 5.

• The squad will always contain a leader and a sub-leader.

• Law Enforcers may optionally have headset contact (paid for at the start of the engagement). If this option is selected, all squad members must be equipped with headsets.

Law Enforcer Types

Equipment Cost

Law Enforcer leader

light cannon 40 pts

Law Enforcer sub-leader

machine pistol. 24 pts

Law Enforcer

machine pistol 19 pts

Law Enforcer

auto shotgun 10 pts

Rebels

• Use one combat dice per figure.

Rebel Types

Equipment Cost

For a leader figure add 10 points to the selected figure.

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• Rebels operate in squads of any size.

• The squad will always contain a leader.

• Rebels may optionally have headset contact (paid for at the start of the engagement); all rebels in the group must have headsets, if this option is used.

For a sub-leader figure add 5 points to the selected figure

Rebel machine pistol 19 pts

Rebel auto shotgun 10 pts

Rebel assault rifle 27 pts

Special rules for Rebels

Rebels have sole access to the order 'Hit and Run', which operates as follows:

• Can move up to 10". • Can take 1 shot. • No figure in the group may be suppressed at the time the order is given. • A rebel leader must be in the squad to issue this order. • All figures in the group must be in headset contact.

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.

Special rules for Scavengers

• In darkness there is no movement penalty for scavengers.

• The movement penalty for difficult terrain/buildings is -2", instead of -4".

Scavenger types

Equipment Cost

For a leader figure add 10 points to the selected figure.

Scavenger handgun and shotgun

13 points

Scavenger machine pistol

19 points

Scavenger auto shotgun

10 points

Scavenger shotgun and sword

12 points

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Scavenger assault rifle 27 points

Savages

• Use one combat dice per figure. • Savages operate in gangs of any

size. • The gang must always have a

gang leader.

Special rules for 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.

Savage types

Equipment Cost

For a leader figure add 10 points to the selected figure.

Savage dagger and chain

9 points

Savage razor claws and sword

12 points

Savage scatter gun and sword

14 points

Savage sword and dagger

11 points

5.4 Equipment Points Cost

Equipment Points Cost Weapons: Guns Points Cost

Basic man, no equipment 7 Heavy handgun 7

Upgrade to leader +10 Handgun 4

Upgrade to sub-leader

+5 Machine Pistol 12

Misc. items Auto Shotgun 3

Sighting aid 10 Shotgun 2

Headset 5 Assault rifle 20

Night sight 10 Military assault rifle

23

Hand to hand weapons

Light assault cannon

25

Razor claws 2 Light laser 36

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Dagger 1 Scatter Gun 4

Sword 3 Armour

Chain 1 Light 4

6. Additional Rules

6.1 Day and Night

Rules for darkness

• The maximum range for any weapon during darkness is 12". • There is no +1 modifier during targeting for close range during

darkness. • Using a 'night sight' removes the above restrictions. • All movement is reduced by 2".

Using day or night 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.

Roll 1 dice and modify as follows: + 1 for every gang of scavengers of 5 or more figures. +1 for every scavenger hero figure. 1 - 4 : Daylight. Score 5 - 6 : Darkness.

Area Effect Weapons

Hand grenades

Range: 0-6"' no short range. Shots: One grenade can be thrown per turn. Damage: Special; see below.

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.

• lf 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.

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• 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.

Grenade points cost

• Hand grenades costs 6 points each.

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.

• All target cover and target kill types operate as normal. • Remove the target counter from play (the grenade has been used).

Flame thrower

Range: 0-5" no short range Shots: 1 per turn Damage: Special; see below

General rules

• A flame thrower will have enough fuel for 6 shots. • Flame thrower volleys 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 grenades or missiles, it is a good idea to give flame thrower counters a distinctive colour from the others.

Flame thrower points cost

• A fully charged flamethrower with 6 shots costs 25 points.

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.

• All target cover and target kill types operate as normal. • Remove the target counter from play. 1 shot of fuel has been used.

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Light Missile Launcher

-Visually acquired auto lock-on high explosive warhead.

Range: 0-48" no short range. Shots: 1 per turn. Damage: Special, see below

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.

Missile points cost

• A missile launcher costs 24 points. • Each missile costs 20 points.

Lock-on Method

• The Lock-on method will replace targeting during shooting. • Place a targeting counter face up next to the visually acquired target. • Roll 1 dice.

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.

• All target cover and target kill types operate as normal.

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.

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• 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.

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.

Buildings with several floors

• It costs 4" to move on foot from 1 floor to another.

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• Movement is via the central zone. • Figures must be on the same floor to shoot at or contact each other. • Clearly depict which floor your figures are on. i.e. place the floor

number next to the miniature • off the table.

6.4 Examples of Hand Weapons

Handguns Cover all forms of small\medium handguns from revolvers through to magazine loading types.

Heavy Handguns As above. but heavier and packing a bigger punch.

Machine Pistols Include all types of sub and light machine gun. 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.

Shotguns Include all types of single or double barrelled shotguns.

Assault Rifles All types of heavy automatic rifle are included. Commonly used as basic equipment by most infantry types, and coming 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 a superb. but cumbersome, long range foot weapon.

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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, home made multi barrelled affairs, crude hand cannons, etc. Ammunition supplies utilise whatever happens to be at hand, the most common being nails, screws, glass, etc.

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 explosive. 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 operation to their full potential.

7. Setting Up An Engagement

This section deals with the setting up of engagements between hostile groups of Future Warriors.

1. Players agree on a points value for each side. 2. Set up the playing area. 3. Decide which terrain is difficult, impassable, cover, etc. 4. Decide the scenario type. 5. Players begin play in accordance with the scenario type.

7.1 POINTS VALUE

Suggested values

Small game, 70 - 150 points per side.

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.

Medium game, 150 - 300 points per side.

This points range would allow, for example, a full Trooper Squad to oppose a combined force of a Rebel Squad and a Scavenger Gang.

Larger game, as many points as you like

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Any combination of groups and individuals are therefore playable.

7.2 Playing Area

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 modeler or games player you may have already have 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 depends 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.

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.

7.4 Scenario Type

Examples: Encounter, Raid and Capture, Assassination

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 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 their edge of the table and opposite each other.

4. Players dice to see who sets up their group first. Lowest score sets up first, highest score sets up last.

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Rules for setting up a group

• 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.

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.

Any other result is a victory for the defenders.

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.

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.

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• 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

Non lethal hand to hand combat

Non lethal hand to hand combat works as follows;

• 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.

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

If either side achieves their objective they win the game.

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 up on. 6. The guards will leave the table on the opposite edge to the one they set up

on

Special rules for the 'targeted' figure

• No points need be paid for the target figure. • The target figure is attached to one of the guard groups, and behaves as

per that group's orders. • The target figure has no weapons, and no combat dice, and is treated as an

unarmoured man on the target kill chart.