An Avalon Games Product, All rights reserved, Version 1.0, 2011 All comments, suggestions and contacts can be made to Avalon Games Company, email@example.com Or visit Avalon Games at www.avalon-games.com Designed & Written By Paul Arden Lidberg Additional contributions from William Andersen Based on material by Paul Arden Lidberg, Greg Poehlein, Ray Greer Edited by Stephen Trickel Layout by Robert Hemminger Some art by LPJ Design Some artwork Copyright Art of War Games, used with permission.
Contents The Basics SECTION 1: SKIRMISH COMBAT, TURN SEQUENCE INITIATIVE RATINGS ACTIONS MOVEMENT SQUAD COHERENCY FACING FLIGHT MOVEMENT FALLING COMBAT LINE OF SIGHT MODIFIERS GRENADES and THROWN WEAPONS DAMAGE RADIUS DEVIATION CONE ATTACKS COVER SMOKE REACTION FIRE and SAVED ACTIONS DAMAGE ARMOR Flying Attacks MORALE MOUNTED SOLDIERS SURPRISE RECON SOLDIERS COMMANDERS and HEROES TERRAIN PLACEMENT CONSTRUCTING A FORCE SOLDIER COSTS WEAPONS Weapon Description MOUNTS OTHER EQUIPMENT SAMPLE UNIT Page 2 Page 3 Page 3 Page 3 Page 3 Page 3 Page 4 Page 4 Page 4 Page 5 Page 5 Page 6 Page 6 Page 6 Page 6 Page 6 Page 7 Page 7 Page 7 Page 7 Page 7 Page 8 Page 8 Page 8 Page 9 Page 9 Page 9 Page 10 Page 10 Page 10 Page 11 Page 11 Page 12 Page 12 Page 12 Page 13
How many times have you looked at some new figures in the store only to say Those are neat but I don't play that game. Or seen a game but not had the figures to play? Now that problem is solved. This is a game of miniatures combat that utilizes any miniatures you own. With these rules you can recreate classic military battles, like Gettysburg and the Battle of Hastings. You can see what would have happened if a squad of Viet-Nam-Era U.S. Troops went to the Alamo and fought against the Mexicans, or if space Marines were helping the Greeks at Thermopylae. Anything you'd like to do is fair game. The game itself is divided into three primary parts Skirmish Combat, Mass Combat, and MASSIVE combat. The Skirmish rules are for the actions that include less then 24 figures on a side, and use primarily 25-30mm figures. The Mass Combat Rules are for any battle with 24-150 figures per side and also use primarily 25-30 mm of 15 mm figures. The MASSIVE Combat rules are for ANY action bigger than 150 figures on a side and use 1/285th and 1/300th scale figures (a person is 6mm tall). These are just guidelines. Feel free to use whichever section of the rules you want for whatever size battle you are running. The rules also include sections for Ground, Air, Naval, and Giant Robot Combat, as well as an extensive army list. One of the most important things to remember is your imagination. Just because the stats of the vehicle you are using is the same as a jeep, that doesn't mean it has to BE a jeep. If the rest of your arm is a caveman army (Like the Flintstones), then the jeep could be a stone jeep, Powered by their feet. The mechanics of the system work the same, but the fun can be amplified by the special effects you employ.
The Basics For this game you'll need to get a few six sided dice (like the ones in Monopoly), as well as one or more twelve sided dice per player (Get this at a hobby store). A ruler or tape Measure (minimum 12, the longer the better), is also necessary. You'll need some figures. You can use the fine Metal Miniatures available from your local hobby or game shop, or you can use the 1/72 scale plastic figures that can be purchased at the same place. You can even use plastic army men, Cowboys and Indians or other toys if you'd like. You should plan on having at least 12 figures for each person, depending on the scenario (in Skirmish Rules - The Mass Combat and MASSIVE Combat Rules use a lot more). Each turn in ALL-PRUPOSE MINIATURE RULES (AMPR) represents 15 seconds of game time. These 15 seconds will undoubtedly take a bit longer then 15 seconds to play out. When the rules refer to 1 (for movement or range, etc.), this is one inch on the table, in real life this 1 represents 10 feet of game distance. If you desire, 15mm miniatures may be used in place of 25mm figures for the Skirmish Rules, The only modification required is to divide all the ranges in half, and all the movements in half as well. For those that don't want to buy expensive metal figures, you can adapt these rules to work with plastic army men. These figures are normally 2 tall. Simply use the 25mm rules and double all the Moves, Ranges, and Area Effects. Optional Rule: While the game was originally designed to be played with a ruler or tape measure, some players might prefer to play the game using hex maps, or some of the tile products from Avalon (or other fine publishers). The 1 hex/square could be substituted for 1 range with the ruler/tape measure.
SECTION 1: SKIRMISH COMBAT TURN SEQUENCE Each turn, things happen in the following order: 1. Initiative 2. 1st Action - Move, Fire, or Save Action 3. 2nd Action - Move, Fire, or Saved Action 4. Remove Casualties 5. Morale Check Each player completes his activities in a step before continuing on to the next i.e. Player one completes his 1st action round, Player two then does his, then Player three, etc. Then Player one completes his 2nd action round, then Player two, etc.. The results of an action round are simultaneous. If a soldier/unit is destroyed before they have had a chance to do something in that round, they still get to before being removed from the table. INITIATIVE Initiative is determined by each player rolling one six-sided die ("1d6"), with the player rolling the highest number going first. Any ties are re-rolled. Play then moves to the player with the next highest roll, and so on until all players have completed that phase of the turn. Then it starts over. RATINGS Each soldier in APMR has a set of values or "Ratings" that describe them. These Ratings are determined by the type of soldier, what kind of armor they may be wearing, and what kind of weapons they have. These Ratings are: ATTACK - This number determines the ability of the soldier to hit his targets. It is determined by the type of soldier and the type of weapon used. DEFENSE - This determines how likely it is that the soldier can survive an attack. It is subtracted from the ATTACK rating of the opposing soldier when figuring his chance to hit.
MOVE - This is determined by the type of soldier you have, and the armor it is wearing. It can be modified by the terrain being crossed. HITS - This tells the player how much damage the soldier can take before he is dead. When the total reaches 0, it's all over and the unit is considered a casualty. Basic troopers start with 2 HITS. ACTIONS During the turn, you'll notice there are two "Action" rounds. These represent the things that can be done during a turn. Troops may move during a turn, they may fight, and they may save their action until they are ready to perform one of these activities. Soldiers may attack twice in a turn if their weapons permit, and they may move twice in a turn. The choice is up to you, their commander. By "Saving" an action, the soldier can decide to wait and see what will happen before committing himself. However, he MUST use this action by the end of the current Action round, or lose it forever. Actions may NOT be shifted from one round to the next, nor one turn to the next. MOVEMENT Each soldier in APMR has the ability to move during a turn. The maximum distance they may move is determined by what armor (if any) the soldier is wearing and what terrain they are crossing. If the soldier is crossing mud, swamp, plowed fields, rubble, or the like, cut their MOVE in half while they are on it. The actual MOVE of a soldier is determined by this chart. Reference the armor the soldier is wearing and you will see the move they are entitled to. ARMOR None Light Medium Heavy MOVE 12" 12" 5" 4" Mounted MOVE 12" 12" 10" 8"
MOVE is also modified for going up or down a hill. It costs 1" of MOVE to go up 1" in elevation. It costs 3" to go up 2" in elevation (in 1" of horizontal movement). A soldier cannot change elevation 3" or more in 1" of horizontal movement without outside assistance or special equipment. SQUAD COHERENCY Even in Skirmish mode, squads need to stay together. During the course of a turn, each member of a squad must be within 4" of another member of the same squad. If, at the end of a turn, a squad has members not within the 4" proximity, they need to regroup. The next turn they must move as their 1st action, and they must move to re-establish contact. If this doesn't occur, the part of the squad that is not connectable to the commander of that squad may not attack that turn. If the unit has no commander, no part of it may attack. FACING The facing of your figures is important. The facing of the figure is the front 90 degree arc of the figure, basically the front view. Any target within this arc can be fired at (see diagram below). A target outside this arc cannot be fired at.
The facing of a figure can be changed at any point during movement. However, once movement is completed, the facing the figure has must remain that way until its next Action phase used for movement. The front of your figure is determined by A) the direction the head is pointing, B) the direction the torso is pointing, or C) the direction the weapon is pointing. It doesn't truly matter which of these you pick, as long as you're consistent. Players should decide before the game starts which applies and use it consistently during the game. FLIGHT MOVEMENT Aerial movement is a part of All-Purpose Miniatures Rules. Some figures have the ability to fly naturally (such as birds or dragons), while others use something artificial (like jet packs) to accomplish the same thing. Regardless of the method flight, the mechanics are handled the same. All distance traveled horizontally and vertically is totaled against the total distance the figure is moving, not to exceed their total