PZ8 Ultra Simple XX Century Skirmish (4th Draft)

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What you need: about 10-30 1/72 or 25mm or 28 mm figures each side, one D6 for each player, a ruler marked in inches (or 25mm segments), terrain elements (the more the better), a 60x80 cm or bigger board. Each man moves max. 4+D6 ”. If the D6 = 1 or 2 the man moves 5” or 6 “ then the turn passes to the other side. A group of men including a Platoon Commander, within 1” at least with another man, can move together rolling 1 D6; but the turn passes automatically to the other side. Moving through rough terrain costs a penalty of 3”. Crossing an obstacle, entering a door or window, etc costs a penalty of 6”. Instead of moving a man can shoot. Ranges are: SMG = 12”, Rifle = 24”, LMG = 36”. Rifle kills with a D6 = 5,6; LMG or SMG with a D6 = 4,5,6. ASR have a range of 24” and kill like Rifles (12”-24”) or SMG (1”-12”). Subtract – 1 if target in cover; - 1 if half range or over; add + 1 for Veteran troops. Men inside woods are visible only within 12”. If the unmodified D6 =1 or 2 the turn passes on the other side. Instead of moving or shooting, a man can throw a Grenade. Range is 4” in the open, 2” in woods, or in close contact with a window, a door or a bunker slit. Grenade launchers, knee mortars and similar, have a range of 12”. Grenades kill with a 4,5,6. After the first kill, roll again for all figures within 1”; or for all figures inside a room or a bunker. If one D6 = 1 or 2 the turn passes on the other side. HMGs need two crew, that move as a team of two men, with a penalty of 3” on all terrains. They have a range of 48” and kill with a D6 = 4,5,6. Subtract or add modifers as other firearms. After the first kill, roll again for all figures within 1”. If one unmodified D6 =1 or 2 the turn passes on the other side. Flamethrowers move with a 3” penalty on all terrains. They have a range of 6” and kill all men inside a room or a bunker with a D6 = 3-6. If the D6 = 1-2 it’s a malfunction / misfire and the turn passes on the other side. If a men moves within 1” from one enemy , must stop and engage in Close Combat. Roll 1D6 for each figure, the winner kills the loser. Re-roll ties. Add + 1 for Veteran, -1 for Green, + 1 for SMG, Pistol or Katana.

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Transcript of PZ8 Ultra Simple XX Century Skirmish (4th Draft)

  • What you need: about 10-30 1/72 or 25mm or 28 mm figures each side, one D6 for each player, a ruler marked in inches (or 25mm segments), terrain elements (the more the better), a 60x80 cm or bigger board. Each man moves max . 4+D6. If the D6 = 1 or 2 the man moves 5 or 6 then the turn passes to the other side. A group of men including a Platoon Commander, within 1 at least with another man, can move together rolling 1 D6; but the turn passes automatically to the other side. Moving through rough terrain costs a penalty of 3. Crossing an obstacle, entering a door or window, etc costs a penalty of 6. I ns tead of mov ing a man can shoot . Ranges are: SMG = 12, Rifle = 24, LMG = 36. Rifle kills with a D6 = 5,6; LMG or SMG with a D6 = 4,5,6. ASR have a range of 24 and kill like Rifles (12-24) or SMG (1-12). Subtract 1 if target in cover; - 1 if half range or over; add + 1 for Veteran troops. Men inside woods are visible only within 12. If the unmodified D6 =1 or 2 the turn passes on the other side. I ns tead of mov ing o r shoot ing, a man can throw a Grenade. Range is 4 in the open, 2 in woods, or in close contact with a window, a door or a bunker slit. Grenade launchers, knee mortars and similar, have a range of 12. Grenades kill with a 4,5,6. After the first kill, roll again for all figures within 1; or for all figures inside a room or a bunker. If one D6 = 1 or 2 the turn passes on the other side. HMGs need two crew, that move as a team of two men, with a penalty of 3 on all terrains. They have a range of 48 and kill with a D6 = 4,5,6. Subtract or add modifers as other firearms. After the first kill, roll again for all figures within 1. If one unmodified D6 =1 or 2 the turn passes on the other side. Flame throwe rs move with a 3 penalty on all terrains. They have a range of 6 and kill all men inside a room or a bunker with a D6 = 3-6. If the D6 = 1-2 its a malfunction / misfire and the turn passes on the other side. I f a men moves w ith in 1 f rom one enemy, must stop and engage in Close Combat. Roll 1D6 for each figure, the winner kills the loser. Re-roll ties. Add + 1 for Veteran, -1 for Green, + 1 for SMG, Pistol or Katana.