Sunday, February 17, 2013
Battlefield Horizons Endless Conflict
Battlefield Horizons: Endless Conflict is a set of free wargames rules for 28mm science fiction games.
From the intro and overview:
Battlefield Horizon is a 1:1 miniatures skirmish game using 25/28mm figures. The rules can handle two or more players per battle - I’ve had up to 6 players. The rules to stat out figures from your collection are included, and there is a sizable list of special abilities for troops and weapons to actually make force “A” play differently from force “B” on the table. What a novel idea!
Overview
A figure represents one trooper, creature or vehicle. They may operate as part of unit or independently. Each figure is able to perform its own actions even when in a unit, so there is tactical flexibility. Each figure has 5 stats: Movement, Close Combat, Ranged Combat, Protection Value and Morale Score. The first is your maximum movement in inches and for the last 4, you roll the number assigned to that stat or less on a D10 to succeed.
The turn is handled in ordered phases: Initiative, Movement, Mystic, Shooting, Close Combat and then Command. The winner of the Initiative roll gets to determine the turn order for that turn. Movement is done by each player in order of Initiative. Mystic actions (magic/psionics/etc.) is also done by each player in order of Initiative.
Shooting is next and it is simultaneous, so all shots are declared before any dice are rolled with causalities removed at the end of the phase. Roll the figure’s Ranged Combat stat or less to hit. The target gets to make a roll against its Protection Value to prevent taking damage from a successful hit. Close Combat is handled in the same manner.
The Command Phase is last, and is where any command rolls are made due either to kills or non-damaging hits. A roll of equal or less than the figure’s Morale Value is a success, otherwise the figure may run to nearest cover or try to flee off the board. Turn is now over, so star a new turn.
I’m not usually a big fan of “Move, then Fire, then Melee, then Morale checks” kind of games, but this one works quite nicely because of the mix of simultaneous and non-simultaneous phases. Throw in an interesting initiative mechanic and a stat creation system with lots of options, and I became a fan. Give it a try!
Friday, February 15, 2013
Firestorm Armada Rules
Spartan Games has made its Firestorm Armada rules available as a free download.
Friday, January 25, 2013
Stand Up Fight, or A Bug Hunt?
Stand Up Fight or A Bug Hunt? is a set of free wargames rules for miniature games influenced by classic science fiction rules.
Wednesday, January 23, 2013
Get Some! Future Warfare Rules
Get Some! is a set of free wargames rules for future conflicts:
Get Some! Future Warfare is about getting your models out and playing an enjoyable wargame for a couple of hours with your buddies. It is NOT about WAAC (Winning at all Costs) but about designing an army that fits your collection and play style as well as the background for the Universe you are playing in. Tactics and Command should play the pivotal roles in the battle as well as a little bit of Luck and NOT pimped out units. Armies should be a mix of Melee, Ranged and Armored units. Basing of models is left to the discretion of each player whether they are playing 6mm 15mm or 28 mm. Each unit should check some of the power of the others in the rock, paper, scissors kind of way, which is similar to actual warfare. Above all remember the…
GOLDEN RULE: When in doubt about a rule roll a d6 4+ you are right otherwise your opponent is right. Bottom Line, use some common sense when dealing with strange situations and don’t be an Asshole.
PLAYTEST RULES: These are play test rules. We have played with them and want to see if we missed anything, so take a gander and drop us a line on our FB page if you notice anything or come up with a situation not covered by the rules. They are meant to be fast simple and fun so let us know what you think.
Tuesday, December 11, 2012
Beer and Pretzels Space Marines
Beer and Pretzels Space Marines offers rules and a number of scenarios.
Tuesday, November 20, 2012
Mecha Doom Science Fiction Rules
Mecha Doom is a set of free wargames rules for science fiction mecha combat.
Sunday, November 11, 2012
Fast Blast d10 Science Fiction Rules
Ettrick Arts has a set of d10 science fiction skirmish rules called “Fast Blast.” The rules set is short and straightforward and I think would make a good set of convention rules.
Monday, October 22, 2012
Neursoshima Tactics Rules
Portal Publishing offers a download of its Neuroshima Tactics rules set. It’s a post-apocalyptic skirmish system.
Saturday, July 14, 2012
Warzone Rule Sets
Here’s a page with downloads for all the Warzone Rules sets, from First Edition through Ultimate Warzone including the faction books, board games and Fictional Reality rules.
Wednesday, July 04, 2012
SNAFU Modern and Science Fiction Rules
SNAFU is a set of free wargames rules for Modern and Science Fiction games. Author Michael Taylor writes:
As for a basic run down of the rules, SNAFU is aimed at 15mm games of about platoon level (each side controls a platoon sized force plus support units) from the modern era into science fiction. The basic unit is the fireteam, usually 4 figures strong but sometimes less or more. As commander of this force you are concerned with the performance of your fireteams as whole units, not of the individual members of each team (leave that work to your team leaders!). As such, units move and fight as one whole.
A key part of the game is stress. The battlefield is a frightening and chaotic place, and how your troops deal with the stress of combat will effect their performance. As units take fire they will accumulate stress points, which makes them more difficult to activate. Adding to the chaos is the random draw deck to determine the order of play each turn. You can never be sure how many units you will get to activate, or when you will activate them.