Historic KillZone

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:

Score 6+ = OK, new order goes through
Score 3 to 5 = failure, old order stays
Score 1 to 2 = Screw up, old order stays, all figures become suppressed

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:

  1. Automatically kill the suppressed figure.
  2. Capture the suppressed figure.

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
WeaponShort RangeLong RangeRapidDamage
Handgun0 - 8"8 - 18"22 dice
Bolt-action Rifle0 - 14"15 - 30"33 dice
Shotgun0 - 6"N/A14 dice
Machine Gun (maxim et al)**0 - 15"16 - 44"53 dice
Jezail 0 - 7"8 - 35"12 dice
Bow0 - 5"6 - 12"21 dice
Spear0 - 8"N/A1*2 dice
Muzzle-loading rifle0 - 10"10 - 25"12 dice
Musket or matchlock0 - 7"8 - 22"13 dice
* multiple shots allowed only if multiple weapons available
** roll per turn fired, gun jams on a roll of 1 and cannot fire until cleared, reroll next turn to see if the gun will function before firing commences

Target Cover modifiers
Target has 'Keep down' orders-2 
Target in Soft cover-2 Target's base partially obscured.
Target in Medium cover-4Target's base fully obscured, &
in base contact with scenery/terrain, &
half or more of the figure is visible.

Target Kill by armour
Unarmoured 7+ Lightly Armoured 9+


With apologies to Nick Lund and Hugh Pitt. The original rules are available from Gisby's KillZone Page.

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