The following is my own attempt at converting Hugh Pitt and Nick Lund's KillZone to a historical setting. The most obvious references to cyborgs and autocannons have been removed but the rules are pretty much the same.
Event 1: Initiative
Event 2: Action Order
Event 3: Orders
For all but run and snipe figures can move then shoot, or shoot then move
Shoot | - move up to 8" - shoot at more than one target - use rapid fire |
Assault | - move up to 8" - take 1 shot - double score in hand to hand combat | |
Stay Sharp | - move up to 6" - take 1 shot - Double dice for initiative |
Snipe | - move up to 8" or take an 'aimed shot' | |
Keep Down | - move up to 4" - take 1 shot |
Run | - move up to 14" - no other actions | |
Machine Gun |
- rapid fire a machine gun - no movement possible |
March | - move up to 10" - take 1 shot |
|
Hit and Run REBELS ONLY |
- move up to 10" - take 1 shot No figure may be suppressed when the order is given A leader must be in the squad to issue this order |
Note on Machine Guns
A machine gun unit operates as any other unit until they set up their weapon. Once set
up the only order they can follow is "Machine Gun". The unit must be under the Machine Gun
order for one turn (gun setup) before they are able to open fire.
Movement, Animals
Any mounted movement travels at the same rates as above, but adds 1d6", except for
"run" which adds 2d6"
Mounted figures can not be given the "keep down" order and are not at -1 to be hit
if surpressed
Movement penalties
The above movement rates assume travel on road or similar hard packed surface, such as
grassland. Movement rates for other surfaces are reduced as follows:
For soft or broken surfaces (swamp, rocky ground, forest, sand) -2"
For hindering surfaces (fording streams, rivers, deep swamp) -4"
For walkable elevation -1" per 1/2" rise (no penalty for going down)
For climbing elevation -2" per 1/2" rise (same penalty for going down)
To Change Orders
Must be within 4" of all squad members to change orders.
Roll 1D, modified as follows:
Suppression
- figures ignore their current orders and can move up to a maximum of 3" and cannot
perform any other actions.
To Remove Suppression roll 1D6, modified as follows:
Group leader 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 other group member | +1 | |
No one else in group suppressed | +1 | Half or more of group still alive | +1 |
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,
provided it has not already done so.
If an enemy contacts a suppressed figure, the enemy player has the following options:
Shooting
Roll 1D6 per shot, modified as follows:
Shooter has 'Snipe' orders | +2 | Hero shooting | +1 | |
Target with 'Keep Down' orders (or suppressed) | -1 | Close range | +1 |
Score 6 or more = Hit
Natural 6 = Automatic hit
Natural 1 = Automatic miss
Hand-To-Hand
Only figures with assault orders and not suppressed can initiate HtH
Once bases are contacted both figures may do no other actions than HtH
Without assault orders, figures that start their turn next to an enemy are free to
move first and then shoot if covered in its orders.
For multiple enemies, divide the figure's final score by the number of enemies
(round down) and apply to each enemy.
Each figure rolls combat dice, Heroes roll 2D, all others 1D, modified as follows,
higher score wins:
Any handgun | +1 | Any long gun without bayonet | +2 | |
Sword | +3 | Bayonet or spear | +4 | |
Dagger | +1 | Shield (defenders only) | +3 | |
Bullwhip | +2 | |||
Assault orders double score | Two weapons, higher modifier +1 |
Kill value is difference, modified as follows:
-2 if loser is lightly armoured or a hero/heroine
If kill value is now <= 0 combat has no effect
Kill value 4+ = killed
Else = suppressed
If a Hero type is killed by any method roll 1 dice.
3 - 6 Hero/Heroine is not killed, remains in play, but become suppressed if not already so.
1 - 2 The Hero type is indeed killed.
WEAPON STATS
Weapon | Short Range | Long Range | Rapid | Damage |
Handgun | 0 - 8" | 8 - 18" | 2 | 2 dice |
Bolt-action Rifle | 0 - 14" | 15 - 30" | 3 | 3 dice |
Shotgun | 0 - 6" | N/A | 1 | 4 dice |
Machine Gun (maxim et al)** | 0 - 15" | 16 - 44" | 5 | 3 dice |
Jezail | 0 - 7" | 8 - 35" | 1 | 2 dice |
Bow | 0 - 5" | 6 - 12" | 2 | 1 dice |
Spear | 0 - 8" | N/A | 1* | 2 dice |
Muzzle-loading rifle | 0 - 10" | 10 - 25" | 1 | 2 dice |
Musket or matchlock | 0 - 7" | 8 - 22" | 1 | 3 dice |
Target has 'Keep down' orders | -2 | |
Target in Soft cover | -2 | Target's base partially obscured. |
Target in Medium cover | -4 | Target's base fully obscured, & in base contact with scenery/terrain, & half or more of the figure is visible. |
With apologies to Nick Lund and Hugh Pitt. The original rules are available from Gisby's KillZone Page.