FLASHBURN HYPER SIMPLE SCIENCE FICTION SKIRMISH WARGAMES RULES FREE! Pz8. Playtest & Ideas: Martin Nortman & The Southern Rebels
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1 FLASHBURN HYPER SIMPLE SCIENCE FICTION SKIRMISH WARGAMES RULES By Pz8 FREE! Playtest & Ideas: Martin Nortman & The Southern Rebels
2 Players take the same number of miniatures (for example 10) and roll one 6 sided dice (D6) for each individual equipment: 1-3 = Laser Rifle (LR) and Grenades GR), 4-5 = Plasma Gun (PG) and GR, 6 = Particle Cannon (PC) (max 1 per 5 models). One of the characters is choosen as Leader. Players agree if their characters have a body armour or not. Distances are measured in units (u) = from 0,5 to 2,5 cm or 1 inch, depending on miniatures scale and space available. Set the terrain and deploy forces with whatever method you agree. Players roll one D6, the higher starts to activate one of his characters. Declare one of the 5 following actions (#) and roll 1D6, if = 3-6 the character makes the action and the player can activate another one; if 1,2 the character makes the action but the turn passes to the other player. When all characters of one player are activated, the turn passes to the other. (#)Movement = activation D6 + 4u on good terrain, D6 +1u on bad terrain, except PC = D6 + 1u on all terrains. Move in whatever direction but always in a straight line. Characters are not compelled to to move for the whole distance. Halt when in contact with an obstacle, a door or an enemy. (#)Shoot: ranges are PG = 12u, LR = 24u, PC = 36u. Shooting inside / outside a wood only 3u from the edge, if shooter and target both in a wood, range is only 6u. Activation die = 5,6 = target killed*. Subtract 1 if target in cover, - 1 if over ½ range in the open, + 1 if shooting with PG or PC. PC rolls again to hit all characters within 1u from the first kill, but without adding +1. If PG or PC Activation die =1,2 the character is out of ammo until he reloads. (#)Throw a Grenade =Place a marker within D6+6u range, all models within 3u from the marker are killed on a roll of 5-6*. If any of these dice = 1,2 the character runs out of Grenades. # Reload expend the action to reload PG or PC. (#)Charge= The model moves D6u+6 directly to an enemy. If the model fails to make base to base contact, the turn passes to the other player. Close Combat: when moving adjacent to one enemy character, immediately both roll 1D6 + 1 for a Leader, - 1 if armed with PG. The winner kills the loser. Reroll ties. *Saving throws: a Leader or a character with body armour immediately makes a D6 saving throw when hit by a range weapon or a Grenade. With a result = 4-6 = ok carry on. Last Edited February 2014 For other free wargames rules: panzer8.weebly.com
3 FLASHBURN FORCES SUPPLEMENT TO THE HYPER SIMPLE SCIENCE FICTION WARGAME RULES By Martin Nortman & The Southern Rebels
4 Preferred Actions: if a character does the Preferred Action of its faction, the turn passes to the other player only on a die roll of 1. Humans / Terrans = see basic rules.tech: See basic rules. Preferred Order: None. Creeps / Aliens = Pros: adds a further +2 u when moving. Cons: if they fail an activation, they must move that full distance towards the nearest enemy. Preferred Action: Move. Tech: 1-3 Close Combat Bonus (+ 2) and Light Armour (saves on a 6); 4-5 Close Combat Bonus (+2) and Body Armour (saves on a 4-6); 6 = Acid Spit (treat as GR) and Body Armour. Droids / Robots = Pros: they all have a minimum 6 saving roll. Cons: subtracts 2u when moving. Preferred order: Shoot. Tech: 1-2 = PG and Heavy Armour (saves on a 5-6), 3-4 PC, 5 LR+GR, 6 Machine Gun (Range as LR but may target 3 enemy characters in range and sight). Traders / Pirates / Rebels: Pros: they add +1 to the starting die roll. Cons: if they roll a 1 on any activation dice, that character immediately moves away from the nearest enemy. If the character touches a table edge, it is eliminated (flees). Preferred Action: All. Tech: 1-3 PP+ GR, 4-5 LR + Light Armour, 6 Cannon (PC with a range of 18u and hits an area of 5u from the initial target. Greys / Greens (UFOs): Pros: Add + 1 to ranged attack rolls. Cons: suffer a -1 to close combat rolls. Preferred Action:None. Tech: 1-3 LR, 4-5 PC, 6 PP. Point System: as an alternative to rolling for your characters players may choose to play to a points limit (P). Humans / Terrans: LR + GR = (1 P), PG + GR = (1 P), PC = (3P) Creeps / Aliens: CCB + LA = (1P), CCB + BA = (2P), AS + BA = (2P) Droids / Robots: PG + HA = (2P), PC = (3P), LR+GR (1P), MG = (2P) Traders/Pirates/Rebels: PP + GR = (1P), LR + LA = (1P), C = (2P) Greys / Greens: LR = (1P), PC = (3P), PP (1P) Last Edited February 2014 For other free wargames rules: panzer8.weebly.com
5 FLASHBURN MISSIONS SCENARIOS FOR THE HTPER SIMPLE SCIENCE FICTION WARGAMES RULES By Pz8 Playtest & Ideas: Martin Nortman & The Southern Rebels
6 The very basic game of TAHSSFSWR pits one band of characters against another one, each trying to kill all their enemies. In alternative, players can agree or randomly choose one of these Missions. 1. Rescue: one prisoner (preferably a pretty space girl) is hold by one character of one band (keep base contact between the two) that is placed in the centre of the gaming area, surrounded by the other characters of that band. The other band enters from one or more table sides and must free the prisoner. A character can only move and fight in close combat while holding a prisoner, and can not be targeted by range weapons. The prisoner must follow his holder until rescued. If the holder is killed in close combat, the prisoner is rescued and can be activated as a normal character, but can only move and fight in close combat (with a -2 to the die roll). If the prisoner loose a close combat die roll, is captured again. If the prisoner exits the gaming area, the Rescue mission succeeds. If the prisoner is killed, both players loose the game. 2. Escape: roll 1D6 = nr of Teleport Platforms (TPs) on table (use poker chips). One of the TPs must be in the middle of the gaming area, the others at least 12u from its sides. One character band must escape from an hostile planet, moving over a TP. To win, the number of escaped characters must be higher of the number of their killed comrades (if any). 3. Assassination both bands must kill the enemy Leader, the first that succeeds in it, wins. For this scenario, Leaders add +1 to their saving throw. Variant: one band must kill a non combatant character (scientist, political personality, organic specimen, etc) with a saving throw 3-6. The other band must defend her / him / it. Last Edited February 2014 For other free wargames rules: panzer8.weebly.com
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