Pz 8 - Sci-Fi Wargame Rules
1. What You Need
1/300 or 1/285 or 1/600 models and miniatures; terrain elements; one D6 die and one deviation die (a D6 with one arrow on each side) for each player; chits for Disorganized and Suppressed units; a ruler marked in inches or 25mm segments; a playing area (4'x 3'or 120 x 80cm will suffice for a game involving 10-30 units each side).
One base of infantry, artillery or one model represents one platoon or battery. Troops can be Elite, Average or Green. Bases can be 1" or 20-30mm squares. or whatever other sizes you already have. Vehicles can be left unbased. 1" represents 100 meters; when playing infantry scenarios, use 1" = 50 meters (i.e. double all distances).
3. Sequence of Play
Determine before game starts who is Side A and B (by agreement or rolling one die). Each Turn:
Distances on open ground are:
Halve movement distance* on rough ground (hills, woods, buildings etc) double* on roads (* except Hovertanks, Jet Bikes and GEV). Armoured Personnel Carriers, Armoured Fighting Vehicles and transport GEV can transport one base of infantry. Artillery should be limbered by some appropriate vehicle. Halve movement distance when mounting / dismounting, or unlimbering / limbering.
Fire can be direct (when a unit can see the target) or indirect (Satellite Artillery only). Friendly or enemy units, and non-open ground, block line to ground units. Walkers and GEV can always see and be seen. Non-vehicle units in rough ground or buildings, are visibile only within 5", unless they already fired in that turn.
Tell the other player which unit fires and its target, check the firing range, then roll a D6. Target is hit with a result = 4, 5, 6:
Indirect fire is done by Satellite Artillery that is supposed to be out of the table. Range is unlimited. Hits the target with a 4,5,6 (all other modifiers apply) otherwise it deviates. Roll a deviation die for direction and one D6 = inches. When a 1 or 2 is rolled to hit, that Satellite can't anymore fire for that game. Attack factor is like "Rockets / Artillery". Close combat applies when enemy units are in contact; target unit is automatically hit.
If target is hit, firer rolls one D6 + Attack Factor, target rolls one D6 + Defence Factor. Compare the results:
Disorganized units can't move; they fire with a -1 to hit; if hit and Disorganized again, become Suppressed. Suppressed units can't move or fire; if hit and Suppressed again, or engaged in close combat, are Destroyed. GEV are removed from the game with a Disorganized or Suppressed result. Transported units suffer the same damage of their transport.
Range is measured 360 degrees from the centre of the base, except turretless vehicles that have a firing arc of 45 degrees forward. Minimum range for Rockets is 5".
8. Attack Factors
9. Defence Factors
Infantry with or without armour, soft vehicles and GEV are considered "soft" targets. Armoured vehicles halve their Defence Factor (round up) if hit from sides or back, or if attacked by Indirect Fire or GEV.
During this phase, both players can try to recover Disorganized or Suppressed units. Roll a D6 = 5,6 = unit ok if Disorganized, Disorganized if Suppressed. Add +1 to roll if Elite, -1 of Green.
11. Ground Attack
Players can make a limited number of air-toground attacks during the game. In the Firing phase, place the model of the ground attack unit near the target, and roll a D6 = 4,5,6 = hit. All other modifiers apply. Attack Factors are: Light Ground Attack = 2, Medium Ground Attack = 3, Heavy Ground Attack = 4. Armoured Vehicles halve (round up) their Defence Factor. GEV are instead treated like "soft" ground units, except that they don't count terrain penalties and can be targeted only by Light guns and Infantry.
12. Sample Units
13. Names Generator
Roll 1 D6 for: Name of Organizations, Name of Planet, Cause of War and Name of War.
CAUSE OF WAR
NAME OF WAR
These ultra-simple rules are based on Mechanized Warfare Rules by Andrew Thomas, published by Irregular Miniatures.
6 March 2010, Pz8