Foreward
These rules began
as a development of Peter
Pig's "Search and Destroy" rules for the Vietnam
War. In those rules, American forces moved on the table as normal,
whilst VC forces used a hidden movement system. FireForce has
grown to allow their use in a wider setting, from post-war Malaya
to Bosnia and Kosovo and in doing so a number of alternate mechanisms,
new rules and new ideas have been introduced. In their developed
form all forces move on the table as normal unless they are "indigenous"
troops - this implies a particular degree of skill (or lack of
skill on the part of their opponents), so the indigenous designation
should be restricted to cases where one side had a particular
local advantage over the other. Examples could be African guerrillas
facing mercenaries, Chechnian rebels versus Russians or, of course,
Vietnamese troops facing Americans. Non-indigenous troops are
referred to in these rules as regulars, whether they are regular
troops or militia.
Indigenous troops are very hard to find; to simulate this in these rules a number of 2" x 2" cards are made. On one side mark them: Troops (specify type, e.g. NVA, Local VC, Guerilla, etc.), Cache, Booby Trap, Dummy, Peasants. The indigenous player sets his cards on the table face down, with an equal number of dummy cards to real troop cards. The forces and dummy cards may be moved as per the movement rules, although cache and booby trap cards may never be moved. The indigenous player only turns his cards face up either when he fires his troops or they are seen moving in the open. Because of this the Regular player is always reacting from the indigenous players move. For the Regular player to discover what is under the face down cards he has to search them.
As an option to the use of cards as described above the game can be organised so that an Umpire controls the indigenous forces whilst the players take the role of squad leaders amongst the regular forces. The umpire keeps track of the movements of indig troops on a map, placing them on table when they are observed. Other items such as booby traps, mines, cahes etc are placed on table at points where their presence woud be known to the players.
The Optional Rules
As these rules have developed a number of optional sections have been developed. These include aspects which may be specific to a limited operational environment, rules which have limited applicability, or they may be rules which are experimental or in some cases slightly less serious than the rest. This page contains the core rules, but to read the Optional Rules follow the link below:
FireForce Optional Rules - last updated 01/01/2001
The Campaign Rules
Follow the link to Martin Porter's excellent gueilla campaign rules, ideal for use with FireForce!
Campaign Rules - last updated 20/01/2002
Required Bits and Pieces
Organisation and "Command Radii"
Troops are organised in squads (or Sections in the UK). Squads may split down further into two fire teams unless splitting is forbidden by the nation's doctrine, or if the troops are rated as Poor. Some organisations' doctrine (e.g. British Army) may allow the squad to form 2 fire teams plus a "gun group" with an LMG or SAW. The Squad is led by a Squad Leader (typically a corporal) supported by an Assistant Squad Leader (typically a Lance Corporal). if the squad breaks down into fire teams the SL and ASL lead each team. Typically three or more squads form a platoon which is comanded by a Platoon Commander, supported by the Platoon Sergeant. (feel free to alter these organisations to fit your own scenarios and settings).
There should be no more than 3" between figures in the squad, or between figures in a Fire Team if the squad has split. If Gun Groups are allowed these will be ordered to remain at a specific location (or to move to a specific location) from which covering fire is given. The Gun Group will remain at that location until ordered to rejoin either Fire Team. If a figure for any reason finds themselves more than 3" away from other figures in their squad/fire team they must attempt to rejoin as soon as possible or may hold position and wait for the squad or team to move to them (although groups of troops can be "dropped off" and told to remain at a specific location whilst the SL or ASL takes the rest of the squad elsewhere).
Motivation Rating:
Squad Leaders and Assistant Squad Leaders have a Motivation Rating (MR). If the Squad is together the Squad leader applies their MR to the squad's MN; the Assistant Squad leader applies theirs to the second fire team, or to the squad if the squad leader is killed. The Platoon Commander applies their MR only if the squad is under Platoon control (i.e. not if acting independently). Poor COs (e.g. "LT", may slow their troops down - chance of a fragging!). There may also be other "characters" with MRs (such as the Platoon Sergeant) who can add their MR to a squad if they are attached to it (the approach of "Sarge" concentrates the mind and is a great motivator!). To be attached the character must be within 3" of a squad member; a character can only attach to one squad at a time. Typical MR values are 0 to 1, maybe -1 for poor leaders, or +2 or +3 for better leaders ("Sarge").
Conventions
All die rolls use a d10 or a d6. In general, use d10 to see if a hit is scored, use d6 for saving throws etc. If the die type isn't stated its a d6. All d10 rolls score 1-10, not 0-9.
Ground Scale
A nominal ground scale of 1" to
10 metres is assumed (NB: all measurements are in inches)
Turn Sequence
At the start of the game both players roll a d10. The player with the highest score wins and runs through the turn sequence first, followed by the losing player. Play alternates from then on until the end of the game. NB: In a game between a regular and indigenous troops, the player controlling the regular troops ALWAYS moves first.
The turn sequence for each player is as follows:
Motivation and Movement
Motivation and movement are dealt with together using the following table and is carried out squad by squad. Each squad has a Motivation Number (MN) as shown in the table. One squad rolls for motivation and is moved (if possible) before the next squad is rolled for. Thus it is possible for your nicely planned platoon assault to go awry as one or more squads refuse to move out of the nice piece of cover they have found for themselves. If a Squad has split into two fire teams each rolls for Motivation separately (NB: casualty modifier is based on casualties suffered by the squad, not just the fire team)
| Elite |
|
Modifiers -1 Raining (not Veteran or Elite) -1 Under Fire (whether hits are scored or not) -1 In cover (not Elite) -? number of casualties suffered by the Squad. +4 no hostiles in sight, no gunfire heard etc. +/- Motivation Rating of Squad Leader and other attached leaders |
| Veteran |
|
|
| Trained |
|
|
| Poor |
|
|
| Green |
|
For each squad roll a d6, add the squad's MN, apply any modifiers and look on the table below to see what actions they can perform.
|
|
Effect | |
| Day* | Night | |
| 6+ | 8+ | Good morale - continue as ordered |
| 4,5 | 4-7 | Fair - maximum advance 1/2 move |
| 2,3 | 2,3 | Wavering- no advance except to cover within 2", normal fire |
| 0,1 | 0,1 | Faltering - no advance, prophylactic fire only |
| -1 | -1 | Cracking - No advance, unpinned figures use prophylactic fire, pinned figures hug the dirt and cannot fire |
| -2, -3 | -2 | Demoralised - Retreat full move, prophylactic fire only |
| -4 or worse | -3 or worse | Broken - Run full move, no fire, pinned figures hug the dirt, surrender to enemy within 5" |
*Veteran and Elite always use "Day" column"
Troops suffering a "Cracking" result or worse drop one level until they achieve a result of "Faltering" or better (e.g Veteran become Trained). Troops may be designated as Flakey in which case they drop 2 levels.
Example 1: a Veteran squad has suffered 2 casualties. Their Squad Leader has an MR of +2. They are under fire and it is raining. The player rolls a 4. Their MN is 4 (Veteran), +2 (SL's MR), -2 (casualties), -1 (under fire), -1 (raining), -4 (die roll) = 6. The squad can moveas desired his turn.
Example 2: a Trained squad has suffered 5 casualties. Their squad leader is unremarkable and has an MR of 0. Thety are under fire. Then player rolls a 1. Their MN is 3 (Trained), -5 (casualties), -1 (under fire), result -3. The squad is demoralised and falls back, offering prophylactic fire only. The squad is treated as "Poor" until it achieves a result of "faltering" or better.
The Desparate Gamble (optional)
Once per game each squad leader with a positive MR may attempt to urge their men on to better things. They are allowed to re-roll for the squad's motivation, but may apply a once-only additional +2 modifier. The second roll is used regardless of whether it is better or worse than the original roll.
Special Motivation
Some troops such as Mau Mau fanatics or Haitian "Zombies" do not need to be motivated. Neither do any figures with positive Motivation Ratings or Special Forces.
Movement
| Unit Type |
|
|
|
| Infantry (tactical)* |
|
|
|
| Infantry (running)* | up to 8" | up to 6" | up to 10" |
| Tracked AFV (heavy) |
|
|
|
| Tracked light AFV |
|
|
|
| Wheeled Movement |
|
|
|
| Aircraft |
|
|
|
| River Boat, landing Craft, Monitor | 10" | ||
| Fast craft, PBR etc. |
|
|
|
*Movement for infantry is limited by the maximum move in the terrain they are in, and by the result of their Motivation
Good going includes open plain, firm sand, the veldt, hard tracks through bad going eetc.
Bad going includes soft sand, rocky ground, rutted terrain, marsh etc.
Helicopter Movement
Helicopters have unlimited movement unless firing or landing. If engaging in air to ground fire their movement ceases at the point of firing.
If landing or picking up troops or equipment from the ground the helicopter must cease its movement within 12" of the landing point. In the following turn the helicopter makes its landing - it moves to the landing point and touches down. On the next turn troops may be picked up or disembarked (the helo is now on the ground), and in the turn after that the helo may lift off and move away (up to 12"). Helicopters which are disembarking troops trained in helo ops can drop them off whilst the helicopter is hovering a few feet off the ground (allowing a quicker getaway). In this case the turn spent on the ground is ignored - the troops dismbark at the start of the turn in which the helo moves off. (NB: allowed only for trained troops disembarking from utility helicopters such as UH-1, Lynx, etc.).
Well-trained troops can "rope in" to Built Up Areas or jungle. This takes a bit longer to accomplish. The helicopter moves as if it were making a regular landing but is actially hovering many tens of feet above the ground. Roping in takes 2 turns for a helicopter's full load or a single turn for a half load (example: a Lynx carries 8 troops, it can land 4 troops each turn once it has come to a halt).
Visibility
All troops must be placed on the table at all times, except for Indigenous troops and others in prepared positions (e.g Ambush). Unless indigenous or concealed troops fire they will not be placed on table unless:
Hearing distances are: Vehicle:15"; regular moving: 8"; indigenous moving: 4"; Weapon fire: 30"; helicopters: 60"
In cases where troops are definitely not visible to the enemy they may be replaced with counters (up to 10 troops per counter); there may be 1 dummy per real counter.
Searching
2 figures, a tank, armoured car or APC take
1 turn to search; whilst searching they cannot fire. To search
a card place the searching figures or vehicles on top of it. Searching
troops can capture any stores they and can carry them off (apart
from rice or other heavy foodstuffs which may be left in place
or destroyed), moving at half speed. Alternately they may spend
one entire move destroying them.
Firing
Infantry making tactical moves may fire on the move with a penalty, and only if armed with a weapon marked "Y" on the table below. Vehicles and helicopters may move up to half their movement but must stop movement at the point of firing. Vehicles with stabilised mounts may make a full move and fire (but again must stop at the point of firing). Pinned figures or troops failing motivation rolls may use Prophylactic fire if this is allowed by their weapon.
Small Arms
Poorly trained indigenous troops or Local VC must first roll 3,4,5,6 on a d6 to fire (add any relevant MRs as for Motivation). If they fail they cannot fire - they let the opportunity pass.
Small arms fire (except from snipers) is directed at a group of troops witin 3" of a nominated target figure. Snipers use special rules (see later).
Fire from weapons marked "Y" in the "Proph?" column below may be Aimed Fire or Prophylactic Fire. Aimed Fire is where the firers are making some attempt to actually hit the target - Prophylactic Fire is more of a hectic blazing away of ammunition to keep the other guy's head down! Figures which are not pinned or panicking may conduct Aimed or prophylactic Fire as desired. Pinned figures may only conduct Prophylactic Fire
Determine the number of Fire Points from the table below (e.g. 4 Israeli soldiers with Galil assault rifles have a basic 8 Fire Points)
| Weapon |
|
Prophylactic Fire? | Fire on the Move? |
|
| Bolt Action Rifles |
|
Y | Y |
|
| M14, M16, AK47, AK74, SLR etc. |
|
Y | Y |
|
| Sniper Rifles (e.g. SVD) |
|
Y | Y |
|
| SMG, Modern Carbine (e.g. CAR15) |
|
Y | Y |
|
| Obsolete Carbine (WW2 era) |
|
|
|
|
| Pistol |
|
Y | Y |
|
| Shotgun |
|
Y | Y |
|
| SAW (e.g. Minimi, M249, LSW) | 40" | Y | Y | 4 |
| LMG (M60, GPMG, RPK) |
|
Y | Y |
|
| HMG (e.g. M2, PKM) |
|
Y | N* |
|
| Helo Minigun, aircraft cannon |
|
N | Y |
|
| Autocannon | 50" | N | N* | 8 |
*unless vehicle mounted
The number of Fire Points is modified as follows:
| Halve the number of Fire Points if: | Double the number of Fire Points if: |
| Any but pistols, carbines, SMG in Dense Jungle or BUA | Shooting at mounted |
| Target in soft or hard cover | Shooting at civilians |
| Shooting whilst mounted | First shot from ambush |
| Poor Troops | Firing at Running Troops |
| Firing on the Move | Prophylactic Fire |
| *round fractions of a die in favour of the defender, but never lower than one die | |
NB: Regardless of the number of times the Fire Points are doubled the final number of Fire Points will not exceed twice the original number (i.e. doublings over the first are lost, but may counter halvings. For example, if the initial number of Fire Points is 6 and the firers are ambushing civilians the final number of Fire Points is 12 (doubled twice, but max,. dice = original x2). If shooting at running troops in cover and ambushing the number of Fire Points would be doubled twice then halved, so again an original 6 Fire Point attack would become 12 Fire Points. Also, the number of Fire Points xcannot be reduced below 1.
Having calculated the number of Fire Points roll one d20 for each group of 20 fire points or part. e.g. 26 fire points rolls once on the 20 row, once on the 6 row.
| Fire Points | Number of Hits | ||||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 1-14 | 15-20 | |||||||||
| 2 | 1-10 | 11-18 | 19-20 | ||||||||
| 3 | 1-7 | 8-16 | 17-19 | 20 | |||||||
| 4 | 1-5 | 6-13 | 14-18 | 20 | |||||||
| 5 | 1-3 | 4-11 | 12-17 | 18-19 | 20 | ||||||
| 6 | 2 | 3-8 | 9-15 | 16-19 | 20 | ||||||
| 7 | 2 | 3-7 | 8-13 | 14-17 | 18-19 | 20 | |||||
| 8 | 1 | 2-5 | 6-11 | 12-16 | 17-19 | 20 | |||||
| 9 | 1 | 2-4 | 5-9 | 10-15 | 16-18 | 19 | 20 | ||||
| 10 | 1 | 2-3 | 4-8 | 9-13 | 14-17 | 18-19 | 20 | ||||
| 11 | 1-2 | 3-6 | 7-11 | 12-16 | 17-18 | 19-20 | |||||
| 12 | 1-2 | 3-5 | 6-10 | 11-14 | 15-18 | 19 | 20 | ||||
| 13 | 1 | 2-4 | 5-8 | 9-13 | 14-17 | 18-19 | 20 | ||||
| 14 | 1 | 2-3 | 4-7 | 8-12 | 13-16 | 17-18 | 19 | 20 | |||
| 15 | 1 | 2-3 | 4-6 | 7-10 | 11-14 | 15-17 | 18-19 | 20 | |||
| 16 | 1 | 2 | 3-5 | 6-9 | 10-13 | 14-16 | 17-19 | 20 | |||
| 17 | 1-2 | 3-4 | 5-8 | 9-12 | 13-16 | 17-18 | 19 | 20 | |||
| 18 | 1 | 2-3 | 4-7 | 8-11 | 12-14 | 15-17 | 18-19 | 20 | |||
| 19 | 1 | 2-3 | 4-6 | 7-9 | 10-13 | 14-16 | 17-18 | 19 | 20 | ||
| 20 | 1 | 2 | 3-5 | 6-8 | 9-12 | 13-15 | 16-18 | 19 | 20 | ||
Modifiers:
Target Selection (Aimed Fire)
Divide the number of hits scored by the following, depending on the quality of the firer:
Round the result down (but to a minimum of 1). This is the number of potential critical hits. Subtract this from the total number of hits. The remaining hits are distributed by the target player as desired amongst the figures in the target area. No figure may be selected twice until all others have been selected. (optional rule - allocate hits randomly amongst all those in the target area).
The firing player may then allocate critical hits to any figure in the target area, regardless of the allocation made by the target player. Alternatively the firing player may opt to forego the critical hit in which case the target player allocates the hit as before.
Critical hits might not always be successful In order to hit the target figure the firing player must roll equal or greater than the following numbers
Critical hits do not occur when using Prophylactic Fire. Hits are always distributed by the target player (or randomly if using the optional rule above).
Saving Throws
Each figure that has been hit must make a Saving Throw. The table below shows the number that must be equalled or exceeded on a d10. Better trained troops have better saving throws as it is assumed they are making better use of any available cover. Natural Die rolls of 1 always fail.
| Target is: | Trained or Better | Poor or worse | Civilian |
| In jungle, forest, or in hard cover. | 4+ | 6+ | 8+ |
| In soft cover, village or paddy field. | 5+ | 7+ | 9+ |
| In the open, moving | 7+ | 8+ | 9+ |
Die Roll Modifiers
+1 Target wearing body armour (effective against HE, SMG, shotguns and pistols only)
+3 Prophylactic Fire
+2 Target is Pinned
-2 Target was shot at by a sniper
Figures which do not make saving roll become casualties and are
removed (inc. natural rolls of 1). If they makes their saving
roll they become Pinned. Pinned figures cannot move (except to
move to cover if within 3" AND if moving would not bring
them closer to the enemy) and may only conduct Prophylactic Fire
(only if their weapon is eligible to do so - if not they hug the
dirt and can't fire). However a pinned figure WILL withdraw if
dictated by the roll for motivation/movement. Pinning lasts for
one complete turn (i.e. for the rest of the enemy turn and for
the whole of the next friendly turn). Figures which are Pinned
as a result of being in a weapon blast area (e.g grenades, RPGs,
Tank Guns, artillery) cannot fire at all.
Snipers
Snipers use similar rules to normal fire, except they are allowed to direct their hits. Each hit scored is a Critical and may be applied to a particular figure.
Close Combat
If opposing figures move into contact they may engage in Close Combat (which may be hand to hand or just frenzied shooting at very close range). Both figures roll a d6. Add 1 for Elite troops. Add 1 for troops with a reputation for fierce close quarter skills (e.g. Gurkhas). Subtract 2 for Civilians.take the difference in the scores. If the scores are equal the moving player retreats 3" and is Pinned. If the difference is 1 or 2 the loser must withdraw a full move next turn. If the difference is 3 or greater the loser is killed or captured.
Wounded Troops (optional rule)
If you wish to know if the casualty is wounded or killed roll a d6, the figure is injured on a 1-3 for small arms (LMG or smaller) or 1-2 for heavy weapons (GPMG or bigger, any HE weapons). Wounded casualties cannot fight but they can be interrogated if captured.
Optional Rule for Casualties (thanks to Martin Porter)
If you wish to know if the casualty is wounded or killed roll a d6. On a 1 or 2 they suffer a Light Wound, on a 3 or 4 they suffer a Serious Wound, on a 5 a Critical Wound and on 6 or more they are killed. Add 1 for hits by rifles, SAWs, LMGs and HMGs and HE fire. Subtract 1 for wounds from knives, bayonets and punjis. Subtract 2 for wounds from rifle butts and improvised weapons. Subtract 4 for wounds inflicted by unarmed opponents. Troops not wounded are stunned for 1 turn and can do nothing.
Lightly wounded can move at half speed but cant fight. Seriously wounded can only crawl 2" a turn or be carried by two figures. Critically wounded must be given immediate first aid on the battlefield by a figure that must remain with the casualty until his condition is stabilised by a medic. They must then be evacuation to a hospital within 24 hours to survive.
Direct HE
The table below gives maximum ranges and burst radii for various weapons when used to fire High Explosive rounds using direct fire.Note that this section is used when firing at troops, not when firing at vehicles.
| Weapon |
|
|
| Hand Grenade | 5" | 1" |
| Single shot GL (e.g. M79, M203)* | 25" | 1" |
| Auto GL (e.g. AGS17) | 40" | 2" |
| LAW (66mm M72), RPG |
|
|
| MAW (Carl Gustav, LAW80, 76mm RCL) |
|
|
| RCL (e.g. 90/106mm) |
|
|
| Tank Gun (75-90mm) |
|
|
| Tank Gun (100-115mm), rocket pods |
|
|
| Heavy Tank Gun (120mm+) | LOS | 3" |
*The fuses of 40mm grenades used in the M203 and M79 in Vietnam were prone to failure - roll a d6 after fall of shot has been determined - 6 indicates a dud.
NB: "Tank Gun" also includes artillery pieces used in the direct fire role
To Hit
| Range | Roll required (d10) |
| Up to 15" | 8+ (Elite troops 7+) |
| 15" to 50" | 9+ |
| Tank Guns (up to 50") | 7+ |
| Tank Guns (over 50") | 8+ |
NB: A die roll of 10 is always a hit.
When firing HE rounds select the point of aim. If a hit is scored the round explodes at the point of aim, otherwise roll a Deviation Die for fall of shot. Unless stated in the following sections the distance the shot deviates is equal to the score on the deviation dice.All figures withing the blast radius are hit; make a saving roll for each (e.g. a tank gun fires and hits the point of aim so all figures witin 2" of the point of aim are hit and must make saving rolls).
Hand Grenades are a special form of HE weapon. Unless trying to hit a particular target (see below) select the point of aim and just roll the Deviation Die, halving the score for the distance of the "fall of shot". Troops throwing hand grenades cannot use their other weapons at the same time. If throwing a grenade at a small target (e.g. a bunker slit or window) a roll of 10 is needed - if this is achieved the grenade goes through and bursts inside - treat all figures i the burst area as in the open
Direct Fire at Vehicles
Use this section for fire by RPGs, tank guns, etc. against vehicles, and small arms against soft skin vehicles. Also use for soft skins in Tank Gun, artillery, mortar or air strike blast area (NB no need to roll for a hit in this case).
Roll d10: 7+ = hit (-1 if target
moving, or distance to target over 50")
Roll a d6 to see if the vehicle has been KO'd:
| Heavy Tank* | Tank | Light Tank, APC, Tank Side | Arm'd Car, Light APC | River Craft | Soft |
|
|
| 1-3 | 1,2 | 1-2 | 1 | 1-4 | 1 |
|
|
| 4-5 | 3-5 | 3-4 | 2-4 | - | 2-3 |
|
|
| 6 | 6 | 5-6 | 5-6 | 5-6 | 4-6 |
|
|
*Roll twice - take lowest die roll.
Modifiers
If a hit is obtained make a saving roll for each member of crew and/or passengers.
HE weapons also affect troops within their blast radius.
NB: River Craft require 2 hits of each type for the hit to take effect (e.g. 2 "Immobilised" rolls are required to stop a boat, 2 "Destroyed" results required to sink it).
Small Arms vs. Exposed Crew
Small arms, LMGs etc. may be fired at armoured vehicles in an attempt to suppress the crew of any exposed weapons. Treat the crew as in Hard Cover - if they are hit then they may not be killed but instead count as Pinned when trying to fire exposed weapons such as pintle machine guns (i.e. only Prophylactic Fire allowed).
Direct Fire at Helicopters
SAMs can shoot at any helicopter to which they can trace a clear LOS. Small arms, machine guns, RPGs etc. can only fire at helicopters within the maximum range of the weapon.
Require 9+ on a d10 (7+ for SAM) to hit. Small arms only when helo landing or hovering.
Saving roll (d6) against RPG, SAM = 4+
Saving roll (d6) against small arms = 3+
If the saving roll is not made the helo is shot down. Make saving rolls for all occupants as if in open (8+ on d10). If the saving roll is made the helicopter is damaged and leaves the table ASAP. it is not counted as shot down for victory purposes.
Direct Fire at Aircraft
As above, but only SAMs, HMGs and specialist AA gunscan be used. If a hit is scored but the aircraft makes its saving roll the pilot is distracted - add 2 to the Deviation Die roll if they are making an attack. If the aircraft was making a gun attack it breaks off and leaves the table.
Artillery Fire
The Beaten Zone for a 105mm battery is 10"
x 8", for 155mm battery is 12" x 10"
To call in an artillery strike someone must make a Call for Fire
(i.e. make a successful Communication rol to establish contact
with the battery). To determine whether the strike arrives roll
1d10: up to 5 - Artillery fire not approved. 6+ arrives next turn.
+2 if elite
-1 if figure requesting is pinned
-1 if figure requesting panicking
Arrival of fire: Roll deviation die. "0" means the strike is on target. If off target burst centre is as directed by the arrow on the deviation die; distance away is score on die x 3". Keep rolling on subsequent turns until the fire is on target, provided someone in contact with the battery is directing fire.
+1 if figure requesting is pinned.
-1 per subsequent turn of firing at the same point of aim.
All figures within the Beaten Zone must make a saving roll as normal. Figures which make their saving roll are pinned as normal unless they roll a natural 10 on the die, in which case they are neither casualties nor pinned.
Optional rule 1: artillery fire must be called in using a co-ordinate system (we'll use polar co-ordinates). each side has a reference point (selected in advance, and applying throughout the game - it could be a corner of the table, a geographical point etc.) The Point Of Aim for a fire mission must be described as an angle and a distance from the refeence point. Neither the angle nor the distance can be measured before the fire mission arrives. NB; Ensure both players agree which direction is North (i.e. 0 degrees) before the game starts. Once a fire mission arrives, roll for possible deviation around that point as normal.
Optional Rule 2. Instead of having a set Beaten Zone roll for the Deviation of the Point of Aim, then roll for the fall of each shell in a barrage around that Point of Aim (assume a battery lands 1 shell per gun each turn). Roll for the Deviation of each round (modifying as above). The blast radius for each shell is 2" for rounds up to 105mm, 3" for larger shells. For games involving fire from rapid-fire mounts (e.g. Naval Gunfire Support) allow a higer rate of fire per gun (e.g. 3-5 per tube).
Mortar Fire
| Weapon | Min Range | Max Range | Burst Radius |
| Lt Mortar (50-60mm) | 5" | 50" | 1.5" |
| Medium Mortar (81/82mm) | 10" | unlimited | 2" |
| Heavy Motar (106mm+) | 20" | unlimited | 3" |
Dice as above for target deviation. Deviation distance is score on Deviation Die x2". All figures within the Burst Radius must make a saving roll as normal. Figures which make their saving roll are pinned as normal unless they roll a natural 10 on the die, in which case they are neither casualties nor pinned.
If using the optional rule for artillery point of aim, estimate distance and angle from the mortar if on table.
Air Support - Fixed Wing
To determine availability roll 1d10: up to 5 - no aircraft available. 6+ strike arrives in 2d6 turns. (NB: the scenario in use may impose other limitations, e.g. no air support for one or either sides).
+1 if requesting troops are elite
-1 at night
Once an aircraft arrives it may make 1 pass over the table. Select the point of aim, then position the aircraft between 18" and 24" from that point. The Beaten Zone for an airstrike is 10" long (along flight path) by 8" wide for heavy strike aircraft (e.g. F4), 7" long by 5" wide for light (e.g. Skymaster, Hawk). Dice as above for target. Deviation is score on Deviation Die x2". All figures within the Beaten Zone must make a saving roll as normal. Figures which make their saving roll are pinned as normal.
If the aircraft has a cannon armament it may make a second pass using its gun as a direct fire weapon (move to within 24" of the target and fire as normal)
Special Rule : "Sandys" If the aircraft on call are Skyraiders they may make up to 3 passes once called in. eah pass allows one light strike to be made.
Air Support - Helos
The level of helicopter support will generally be decided before the game starts. Helicopters will spend the time they are not engaged flying in areas away from the action, so they need to be called in to perform missions (e.g. casevac, gunship attak etc.). To call in a helicopter roll a d10: up to 5 - helicopter arrives in 4 turns, 6,7 - helicopter arrives in 3 turns, 8+ helicopter arrives in 2 turns. Once a helicopter arrives it will remain over the table for the shortest time required to perform the task assigned (e.g. casevac will move on, land, pick up the wounded, then bug out). Those with less time-constrained remits will stay on a maximum of 5 turns (e.g. recon ships, gunships etc.).
Mines and Booby Traps
The location of mines and booby traps must be marked on a map before the game starts (unless they are laid during the game in which case their location must be noted as they are laid). These weapons may be of 4 types; anti personnel mines, anti tank mines, claymore mines or booby traps. Anti personnel mines are set off by anything passing over them (but their effect is ignored by armoured vehicles). Booby traps are only set off by personnel, whilst AT mines are only set off by vehicles. Claymore mines are set off by personnel or by Command.
If a figure or vehicle moves within 1"
of a mine or booby trap roll a d6. The device goes off on 3+ if
the target is on foot; the device is detected if the roll is 1.
If the target is a vehicle the device goes off on 5+ (again detected
on 1).
If the target is a figure make a saving roll; if the figure survives he withdraws 1" and becomes pinned.
If the target is a vehicle roll on the direct fire table for result (NB; tanks and armoured vehicles ignore AP mines and booby traps)
Position of claymores must be noted at the start of the scenario, or they may be placed as the scenario develops. When noting the position of a claymore the position of the mine and its facing must be stated. When the mine is detonated the blast area is a 90 degree cone extending 5" from the position of the mine int he direction of the blast (see diagram) They may be command detonated. When detonated all troops in blast area (or passing through) are hit and must make a saving roll.
Blast
area of a Claymore Mine
Communications
Communications includes requesting artillery and air support. For each message passed roll d6 each turn. The message fails to arrive until 3+ rolled, if under fire 4+.
Indigenous troops may only communicate by audible signals (e.g. whistle blasts under pre-planned signals) or by hand delivering communications using figures as runners.
Mounted Troops
When mounted, roll for motivation as normal. If the Motivation Roll is 1 or 2 troops must dismount.
Mounting or dismounting takes 1/2 move. Horses stand when troops have dismounted, or may be led.
Cavalry move up to 12" per turn. They can always make the full 12" move if motivated.
When shooting at mounted troops add 1 to the die roll to hit ; any hits scored may be on the man (1-3 on a d6) or mount (4-6). Men make saving throws as normal. Hits on horses KO. If a horse is killed the rider is thrown and may be injured or killed - saving throw 2+
Elite troops may only fire pistols, SMG or carbines when mounted (some specially trained troops can also fire SLRs, RPGs etc.). Max. range when firing mounted is 15". Scores to hit at -1, and 1 less die is thrown per figure (down to a minimum of 1).
Bunkers
Treat bunkers as immobile tanks. If hit by LAW/RPG or heavier weapons roll a d6; they are flattened on 3-4, KO'd on 5+. All troops within make a saving roll as if in hard cover if the bunker is flattened, as if in the open if it is KO'd. If a bunker is in the beaten zone of an artillery strike or airstrike it is flattened on a 5 and KO'd on a 6.
Smoke
Smoke can be dlivered by a number of methods, including grenades (thrown or placed), vehicle dischargers, mortar and artillery shells etc. To determine where these various weapons land their smoke rounds use the same system as for normal rounds (e.g. if throring a smoke grenade assume it is a normal grenade). Exceptions are vehicle dischargers which deposit a 180 degree arc of smoke grenades 3" from the vehicle, and smoke grenades thrown 1" or less from a figure which are placed as desired.
Once the round has arrived it will generate a smoke screen extending 3" downwind on the turn it is placed, extending to 6" on the following turn. If it is smoke from a grenade, vehicle discharger or light mortar it dissipates at the start of the following turn, otherwise it persists for a third turn. Smoke blocks Line of Sight - no fire is allowed through it (umpires may make exceptions for troops with advanced vision equipment).
One important point - you'll need to determine where the wind is blowing before the game starts!
Panic (Optional, Not Indigenous)
When a figure becomes a casualty all figures within 3" must test to see if they panic. Roll d6 per figure, +1 if elite, -1 if Poor Troops e.g. ARVN (but not ARVN Rangers). The figure panics on a score of 2 or less . Panicking troops cannot move or fire. Placing an NCO or officer (with a MR greater than or equal to 0) in contact with the figure causes him to stop panicking, otherwise roll a d6 (+1 elite, -1 Poor Troops) in the Motivation/Movement phase, with a score of 5+ resulting in the figure recovering their wits. Note that a panicking figure WILL withdraw if the motivation/movement table dictates it, and can move to cover within 3" if this doesn't bring them closer to the enemy.
Interrogation (Optional)
Captured troops (apart from Haitian "zombies" or Mau Maus, who are too doped up) may be interrogated. On first turn of interrogation the figure will talk on a 1-3 on a d6 (+1 to die for "fanatic" or stoic troops, e.g. VC or NVA prisoner). It will reveal a hidden squad, cache, mine etc. of the captured players choosing. A second attempt may be made. On a 1,2 the prisoner dies, on a 3 he reveals a unit of the captured players choosing, 4-5 he reveals a cache, mine etc, 6 no information passed. (-2 if brutal troops interrogating, or if there is particular animosity between the sides (e.g. ARVN interrogating VC ).
Option: +2 to all interrogation die rolls if Media (e.g. TV crew, journalists etc.) are within 6"
Victory Points
At the end of the game add all points the highest score has won.
| Regular Points | Indigenous Points |
| +15 Each cache destroyed | +2 Each Regular killed |
| +20 Each cache captured | +3 Each Regular captured |
| -10 Each fire mission or airstrike called | +2 Each peasant killed by Regulars |
| +3 Each Indig captured | +15 Each AFV destroyed |
| +2 Each Indig killed | +20 Each helo destroyed |
| +3 Each Regular captured | Points should also be apportioned depending on the particular circumstances of the scenario (e.g. hostage rescue, capturing an objective etc.) |
| -2 Each casualty abandoned | |
| -3 Each casualty from friendly fire | |
| +15 Each AFV destroyed | |
| +20 Each helo destroyed |
Afterword
Thanks to Martin Goddard for his encouragement, for letting me post a development of his rules on the internet (especially following a bad experience he had in the past), and for producing the best line in 15mm modrn minis. Thanks also to wargamers across the world who have playtested, commented and suggested, and to my local club (the Abbey Wood Irregulars) for their input. Your input is much appreciated!
Links
Click here to go to a list of useful post-1945 links