Download pdf - All Purpose Miniatures

Transcript
Page 1: All Purpose Miniatures
Page 2: All Purpose Miniatures

An Avalon Games Product, All rights reserved, Version 1.0, 2011

All comments, suggestions and contacts can be made to…

Avalon Games Company, [email protected]

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.

!

Page 3: All Purpose Miniatures

Contents

The BasicsSECTION 1: SKIRMISH COMBAT, TURN SEQUENCEINITIATIVERATINGSACTIONSMOVEMENTSQUAD COHERENCY FACINGFLIGHT MOVEMENTFALLING COMBATLINE OF SIGHTMODIFIERSGRENADES and THROWN WEAPONSDAMAGE RADIUSDEVIATIONCONE ATTACKSCOVERSMOKEREACTION FIRE and SAVED ACTIONS DAMAGEARMOR Flying AttacksMORALE MOUNTED SOLDIERSSURPRISERECON SOLDIERSCOMMANDERS and HEROES TERRAIN PLACEMENTCONSTRUCTING A FORCE SOLDIER COSTSWEAPONSWeapon DescriptionMOUNTS OTHER EQUIPMENTSAMPLE UNIT

Page 2Page 3Page 3Page 3Page 3Page 3Page 4Page 4Page 4Page 5Page 5Page 6Page 6Page 6Page 6Page 6Page 7Page 7Page 7Page 7Page 7Page 8Page 8Page 8Page 9Page 9Page 9Page 10Page 10Page 10Page 11Page 11Page 12Page 12Page 12Page 13

Page 4: All Purpose Miniatures

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 exten-sive 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 BasicsFor 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.

Page 5: All Purpose Miniatures

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.

ARMORNoneLightMediumHeavy

Mounted MOVE12"12"10"8"

MOVE12"12"5"4"

Page 6: All Purpose Miniatures

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 flying move distance.

Example: Death trooper #1, from Space Armada, Has a special Flight pack and can move 15” while in the air. He chooses to take off and move up 5" and then forward 10", for a total of 15" of flying movement. This is the same as his total move, and that ends his movement for this Action Round.

You will want to use a chit or scrap of paper placed next to the figure's base to keep track of their current altitude.

Page 7: All Purpose Miniatures

FALLING If a trooper gets hit while flying and takes any damage less than what it takes to kill him, he is in trouble. He automatically loses the ability to remain in the air, and falls to the ground. He takes 1d6 of damage per 5" (or fraction thereof) of altitude.

Example: The Death trooper is moving across the battlefield at an altitude of 26". He gets hit by heavy ground fire and loses control. He falls to the ground. He takes (26 divided by 5 = 5.1 which rounds to 6) 6 points of damage from the fall. Since his armor only can take 2 points of that, he is dead.

COMBAT One of the most important parts of All-Purpose Miniatures Rules is the resolution of combat. During the course of the game, the soldiers will come into conflict and try to kill each other. Ain't life grand?

Attacks are worked out quite easily. All attacks are resolved using a "to-hit" roll. What this involves is rolling a twelve-sided die to try and hit a specific target number or less. The formula for determining the basic "to-hit" roll is:

(ATTACK + Weapon Modifiers) - DEFENSE

The resulting number, or less, is rolled on 1d12 to succeed. A roll of 1 always succeeds, and a 12 always misses, regardless of what the target number was.

The base ATTACK Value is determined by the quality of soldier that is making the attack (this should not be confused with the race of a soldier, which has other effects).

These are listed below.

Each soldier also has a base DEFENSE value. This is determined by the type of armor the soldier is wearing. These are listed below as well.

Soldier QualityMilitia Recruit LineVeteranCommander

ATTACK VALUE4 67810

Armor TypeNoneLightMediumHeavy

Defense Value0123

Page 8: All Purpose Miniatures

LINE OF SIGHT Any soldier on the table can attack any other soldier on the table (assuming they are in range) as long as they can see some significant portion of the figure. This is called "Line of Sight." Without that, the figure has no direct knowledge of the whereabouts of his target, and therefore cannot hit him. There are some weapons listed later that can fire at targets they can't personally see. This effect is covered under "Indirect Fire" below.

MODIFIERS Certain weapons have modifiers to the user's chance to hit. This is listed next to the weapon on the Weapon Chart. It is added (or subtracted) from the ATTACK Value when determining the chance to-hit. There are also some modifiers for the conditions, such as terrain, cover and weather. Apply each of these as appropriate to the ATTACK Value when figuring out the chance to-hit. Where there is more than one similar choice available, choose the most severe that still applies.

GRENADES and THROWN WEAPONSSome weapons are "thrown" weapons. These include grenades, boomerangs, slings, and more. The distance you can throw any of these is listed on the chart below as "range." Grenades can be thrown against a specific target, or a specific area. IF thrown toward a specific target soldier, the attack is resolved normally. If throwing it toward a specific area, the attack is rolled against a DEFENSE of 1.

DAMAGE RADIUS Certain grenades and other attacks have what is called a "Damage Radius." This is the distance from where the attack strikes that soldiers will still take damage. The radius of the attack is listed next to the damage the weapon can do. Using a ruler (or the provided tem-plates), determine if any soldiers are inside this radius. Any that are take the full damage from the attack.

DEVIATION If a grenade, Bomb, Or shell Type Weapon misses, the attack can deviate. This means that the actual affected area will be different than what was intended. This can be quite devastating under the right, or should I say the wrong, Circumstances.

Pay close attention to the specific roll you made that failed. The amount that the “to-hit” rolled missed hitting the target by is the number of inches off target the attack will land. To figure out the direction of deviation roll 1d12. Use this number to determine which direction the attack deviated. Each of these numbers corresponds to a numbers on a clock face, with 12 o'clock being straight ahead in the direction of the original attack.

Target in light woodsTarget in heavy woodsTarget has 50% coverTarget more than 12" awayTarget more than 24" awayTarget more than 36" awayLight rainHeavy rainLight snowHeavy snowNight

-1-2-2-1-2-4-1-2-2-4-2

Page 9: All Purpose Miniatures

CONE ATTACKS Flame throwers, Autocannons, Gatling Guns, and Machine Guns all have a Cone Effect. This means that they can simultaneously cause damage to all targets inside a cone extending from the barrel of the attacking weapon. This Cone Effect varies in range, but the basic character of it remains the same. Use the template provided, or follow this simple method. Using 2 twelve inch rulers, make a triangle with the ends of the rulers touching the barrel of the attacking weapon. The other end of the rulers should be 6 inches apart. Anything inside this cone takes damage.

In the event that a weapon has a Cone Effect that is larger than this, simply extend the lines of the rulers or the cone template.

COVER Targets behind protective cover (a wall, a tree, a building, etc.) have some advantages. In order to be hit by an attack while hiding like this, the attacker must first be able to see an entire limb (arm, leg, head, torso, etc.). Next, determine if the soldier has partial coverage, half coverage, or total coverage.

Partial means that the majority of the soldier is visible, half means half is visible, and total means only a limb is visible. Partial cover subtracts 1 from the chance to-hit, half cover subtracts 2, and total cover subtracts 3 from the chance to-hit.

SMOKE On the weapons list is a Smoke Launcher. This has the ability to place vision-obscuring smoke on the battlefield in high volume. No weapons may fire through smoke if the target is completely blocked from view. Lasers may not fire AT ALL through smoke. Smoke may also be generated by lighting buildings, trees, and other flammable objects, on fire. Detail a soldier to this task, and as long as he has one turn to "light" the fire without doing anything else, the target will flame up, and smoke will come from it.

REACTION FIRE and SAVED ACTIONS If a soldier has a "saved" action from one of the Action Rounds that turn, he may fire at an oncoming target, even before it has finished moving. When this happens, the other player immediately stops moving their figure and the figure with the saved action then resolves a combat. The result of this action is not considered simultaneous. If the opposing figure dies, it is left there until the 'remove casualties' phase and does not get to act further.

DAMAGE After an attack has been made successfully, you will need to figure out what kind of damage the target takes. Find out how much damage the attack does. Find out what (if any) ARMOR the target has and subtract this from the damage done by the attack. If any damage remains, this is subtracted from the HITS of the soldier. If the soldier has less than 1 HIT, he is dead. Lay the figure on its side to show this.

If the soldier has HITS remaining, it needs to be marked for the damage it did take. We recommend one of the following for this purpose - either hole reinforcement tabs from the office supply store, small rubber bands (like ones used for braces), or small nylon rings you can get at a fabric/sewing store. Place one of these on the soldier for each point of damage it has taken. When the soldier finally is killed, remove these rings from the soldier for use on other soldiers later.

All Soldiers start with 2 Hits unless otherwise noted.

Page 10: All Purpose Miniatures

ARMOR Beyond the DEFENSE stat (which represents minor protection that helps you avoid some attacks as well as natural agility), certain soldiers (and nearly all vehicles) have ARMOR. This is an active method of shrugging off damage, as opposed to just not getting hit. This can come in quite handy, especially when you have several opponents with big guns bearing down on you at once.

When a soldier with ARMOR has been hit, subtract the ARMOR value from the damage done, before applying the balance to the HITS of the target soldier.

Flying AttacksMost attacks from flying soldiers are handled nor-mally, but two types have special considerations.

If a flying soldier fails with a thrown attack, double the distance of deviation if the attack deviates in a direction between 9 o'clock and 3 o'clock.When figuring range for a flying attack, add up the horizontal and vertical distance from the target as the distance to the target. If both targets are in the air, then just use the horizontal distance.

MORALE Sometimes, during the heat of battle, soldiers crack under pressure. When this happens they often cut and run, regardless of orders or circumstances. Other times their commanders can rally them, and keep them in the battle.

If a unit loses more than 33% of its current forces in one turn, it must make a Morale Check, or it will Rout. Start with the ATTACK Value of the soldiers. Add one if an officer is still present. Subtract 1 from this base number for each soldier killed this turn. Subtract 2 if the unit's officer (if present originally) was killed this turn. Roll this number or less on 1d12. If the roll is successful, the unit stands, and will continue to fight as normal. If they are successful in their Morale Check after losing their officer, they are now "Rout-proof." They will not need to make additional Morale Checks for the rest of the game.

If the roll is failed, the unit Routs. This means that the troops are no longer interested in fighting and just want to get away. Move it immediately a full normal move directly 180 degrees from the nearest enemies (presumably the people that inflicted the casualties). If there is more than one enemy unit nearby, then the Rout is away from both.

The next turn, they move the same direction again a full move on the first Action Round. On the Second Round, they get a chance to Rally. This roll is the ATTACK Value of the unit, + 1 if any officer is present (within 4" of the unit), +2 if a Hero is present.

If the unit successfully Rallies, it may move and act normally the NEXT turn. If the unit fails, they continue to move away, and can try to Rally again the next turn (assuming they are still on the table). If the unit loses additional troops, they may be required to make additional Morale Checks.

Page 11: All Purpose Miniatures

MOUNTED SOLDIERS Some units have mounted soldiers. Generally these units have half as many soldiers as a regular unit. Also, some commanders and heroes have mounts. A mounted soldier can move twice as far as an unmounted soldier with the same defense. For exam-ple, a soldier with Medium Defense can move 5". Mounted, he can move 10".

Also, a mount adds additional HITS to a model. This is determined by the type of mount. Some are just basic, and add little to play. Others can not only increase the number of hits the soldier can take but will also increase movement and even add DEFENSE or Armor! Check out this list for more specific information.

SURPRISE Some scenarios allow for surprise on the part of one of the combatants. Since it is difficult to keep track of hidden movement (this isn't a board wargame, after all), this is the way we do it. The player being surprised MUST set up first. Then the Surprising Player sets up, and then will go first automatically (basically they win initiative automatically for the first turn).

The first turn is a Surprise Turn. During this turn, the surprised side cannot move or attack. They can fire back if they are specifically fired upon. The Surprising Side can operate normally.

RECON SOLDIERS Some armies can have Recon Soldiers. These elite soldiers are used to find out what is ahead of the main army, and maybe cause some disruption before the main armies clash. Recon Soldiers have a 25% point surcharge added after their total cost. Take their final total cost and multiply it by 1.25 (rounding up or down as appropriate). They can move independently, and do not need to remain in the Squad Coherency radius. Recon Soldiers are ALWAYS Veteran Soldiers.

Mount HorseBearWolfTurtleDragon

Hits+2+4+1+6+10

Movement Bonus+6+4+64” Total Move +15 Flying

Notesnone+ 2 DEFENSE+ 1 DEFENSE+ 2 DEFENSE, + 4 Armor+ 4 DEFENSE, + 4 Armor

Page 12: All Purpose Miniatures

COMMANDERS and HEROES An army needs a commander, and every army can use a few heroes. These figures are used to help out your forces in battle. They can move and attack independently. They can help Rally a Routed squad. Their real value, though, lies in their ability to help soldiers in action. If they attach themselves to a Recruit or Line Squad, add one to the ATTACK Value of the soldiers in that squad while he is there.

You may have a Commander for every 3 squads you field, and a Hero for every 4 squads. Commanders and heroes have a base cost of 16 points, and can get any type armor and weaponry. All armies must have at least 1 commander.

TERRAIN PLACEMENT Some scenarios will include a map or descriptions, letting you know where to place the various terrain pieces on the battlefield. These descriptions can range widely from "make sure you have a hill and some trees" to a specific measured out scenario that is very precise.

When you move on to creating your own scenarios, you can choose to make maps of what you'd like the battlefield to look like, or you can choose to let it be generated randomly at the time of play. One of the best methods we've used for random generation is this. Each player rolls a die, highest roll wins. Then, moving around the table counter-clockwise, each player chooses and places a piece of terrain from the collection that has been brought for the game. This continues until all the terrain is placed.

To add to the inherent fairness of this method, we have set up start with the last person to place terrain and continue back around the table in a clockwise manner. That way the last person to set terrain is the first person to set up. This has proven to be quite successful for us in the past.

CONSTRUCTING A FORCE The real fun of All-Purpose Miniatures Rules lies in the building of your army. It requires a little bit of math and bookkeeping, but also a lot of creativity and imagination. Let yourself go in trying new things and see what works for you.

Each side in a battle has a roster of soldiers that they start with. This roster lists the type of soldier, quality, ATTACK Value, DEFENSE, ARMOR, MOVE, HITS, and weapons. A squad can be anywhere from 6 to 10 soldiers, depending on what genre you are trying to simulate and what figures are available. We have in-cluded a Squad Creation Sheet in the back of this book that can be photocopied for your convenience in play. If you choose to get Recon Squads, remember that a 25% surcharge is added to them once their point cost has been totaled. Commanders and Heroes have a base price of 16 points, and may move independently like Recon Troops.

Page 13: All Purpose Miniatures

SOLDIER COSTS Each basic type of Soldier has a different cost. This reflects the differences between them in training and base equipment, as well as their base ATTACK value.

This cost is listed below.

Militia means almost literally "everyone and his brother out on the front using pick axes and squirrel rifles." A Recruit is a soldier that has had minimal (boot camp) training. A Line Soldier is one that has had training, and seen at least one actual battle. A Veteran is one that has seen more than a few battles. Recon Soldiers are specially trained Veterans, and Commanders & Heroes are the elite.

Each Soldier has some degree of Defense. This is determined and paid for using the following chart.

Light Protection is like Lacquered Leather, light chain mail, flak jackets, etc.. Medium Protection is like heavy chain mail, plate mail, kevlar, light space armor, etc.. Heavy Protection is Powered Armor.

Armor TypeNoneLightMediumHeavy

Defense0123

Value Cost0124

WEAPONSWeapon SwordBastard SwordAxPikeShort BowLong BowCrossbowMusketFlintlock PistolRifle (1860s)Sharps Rifle .45 AutomagBlaster PistolM16 Uzi Blaster Rifle AutocannonFlame ThrowerGrenadesSmoke LauncherVaporizer***

* -1 if stationary when used.** Can only be fired once per turn.***In actuality a beam of energy. If can inflict a TOTAL of 15 points of damage before it is expended.

Mod--10+2*+1**+2**+1**-2**-1**0+2-100+2+1000+2-1

Range---21"8"16" 12" 8" -1**10" 18" 8"8"110" Cone 16" 10" Cone 6" Cone5" 40" 36", 1"W

Damage1112122111222322322 (1"r) 0 (1"r) 13

Soldier TypeMilitiaRecruit LineVeteranReconCommander/Hero

ATTACK Value4678810

Cost2579+25%16

Page 14: All Purpose Miniatures

Weapon DescriptionsSword - The is the standard hand weapon of the Middle Ages.Bastard Sword - The two-handed version of the sword, only much more lethal.Ax - A two-bladed hand weapon that can be very lethal.Pike - A long pole with a spear head on it, it proved very useful when wielded against mounted troops in the Middle Ages. Pikes are the only hand-to-hand weapon with a 1" range.Short Bow - The standard bow used by many cultures.Long Bow - The classic English long bow, made famous by Robin Hood.Crossbow - Designed to give a mounted knight a ranged weapon, this proved very effective.Musket - The original ranged firearm used to fight the American Revolution (and the Napoleonic Wars).Flintlock Pistol - A hand weapon similar to a musket.Rifle (1860s) - One of the first cartridge firearms, used in the Civil War.Sharps Rifle - The rifle used by the elite snipers during the Civil War..45 Auto - Perfected in 1911, this is a magazine-fed handgun first used by officers in World War I.Blaster Pistol - An energy pistol.Assault Rifle(M16) - The standard weapon of the oldiers in Viet Nam.Machine Pistol(Uzi) - A favorite of the Israelis (since they make it). Also popular with drug dealers and the Secret Service.Blaster Rifle - An energy rifle.Autocannon - A super-charged projectile weapon, equivalent to several machine guns firing at once.Flame Thrower - Used by the U.S. in Viet Nam, this was a very effective defoliant as well as being perfect for the weekend bar-b-que.Grenades - These are standard concussion grenades.Smoke Launcher - This is used to obscure vision on the battlefield.Vaporizer - A powerful energy weapon, capable of massive destruction. It projects a wide energy beam that destroys everything in its path.

MOUNTS Some Soldiers are mounted on horseback (or lizard back, etc.). For the purposes of this game, all horse-sized Mounts are treated the same. For special Mounts (dragons, etc.), see the Monster Creation System. To add a normal Mount to a soldier, it costs an additional 4 points per Mount. The cost of a special mount is determined in the Monster Creation System.

OTHER EQUIPMENT Other equipment is also available. Descriptions follow.

Jet Packs are used for turning ground troops into mobile troops. Sealed Armor is good for avoiding the effects of Gas Attacks (see Ground Vehicle Rules). Also be used as the equivalent to a full space suit. Air Boards are Flying Surfboards. If a Soldier is hit while flying one of these, he must make a successful ATTACK roll to stay on the board. If he fails, his soldier falls, taking appropriate damage for falling. Units on Air Boards cannot wear heavy armor.

ItemJet PackSealed ArmorAir Boards

Effect Cost16" FlightNo effect Gas25" Flight

Cost8413

Page 15: All Purpose Miniatures

SAMPLE UNIT

BOB'S BUCKAROOS First we have decided to build a science fiction space marine squad. For soldiers, we go with Line troops, which gives us an Attack of 7. There are going to be six soldiers in the squad, so the base cost is (6 x 5 =) 30 pts.

Bob himself is there as the commander, and as a commander he costs 16 pts. All the troops (and Bob too!) have Medium Protection, which yields a Defense of 2, and no armor. The cost of this is (7 x 2 =) 14 pts. (Running Total <30 + 14 => 44 pts.) Being somewhat experienced troopers, we decide to arm them with Blaster Rifles. These guns have a To-hit modifier of +1, a Range of 16", they cause 2 Damage, and they cost 33 pts. each. This costs an additional (6 x 33 ) = 198 pts. (Running Total <44 + 198 => 242 pts.)

Bob, of course, deserves a much bigger gun since the unit is named after him. We give Bob an Autocannon, which has no To-hit modifier, a Range of 10" in a cone effect, it does 3 damage to everything in that cone, and costs 48 pts. (Running Total <242 + 48 => 290 pts.)

Bob’s BuckaroosUnit - Soldiers 6 Line Troopers w/ Medium Armor Attack - 10 DEF - 2 Move - 5"Weapon - Blaster RiflesM: +1 R: 16" D: 2: 48Trooper Unit Cost: 198

Banzai Bob1 Commander w/ Medium ArmorAttack - 7 DEF - 2 Move - 5" Weapon - AutocannonM: 0 R: 10"Cone D: 2 Total Unit Cost: 290

Page 16: All Purpose Miniatures

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost:

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost:

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Unit NameUnit Type Armor Attack - DEF - Move - Weapon -M: R: D: CostTrooper Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost:

Commander’s NameArmorAttack - DEF - Move - Weapon -M: R: D: 2 Total Unit Cost: