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BAD AR:SE

AKULA’S RULES : SKIRMISH EDITION

A Homage to “Battlefield Bad Company 2”

SKIRMISH EDITION A Homage to “Battlefield Bad Company 2” Turn Sequence Moves are randomly driven by

Turn Sequence

Moves are randomly driven by a shuffled deck of cards, to give more of an unpredictable feel to the game, as combat happens in an unpredictable manner. Different types of troops move on the turn of the relevant card (see below).

Once a card has been revealed, all figures of that troop type roll 2d6 for initiative, starting with the highest roll, and so on.

SUGGESTED DECK OF CARDS:

ASSAULT, ENGINEER, MEDIC, RECON (1 of each)

On an ASSAULT card,

Each Assault figure may carry out 2 of the following actions, in any combination.

Examples of a single action:

Move up to 10” “Aim” Weapon Fire Weapon “Spot” a target

Deduct 2” for each obstacle

“Ammo Packs”

Each Assault may dispense one Ammo pack in a Round (costs one action). Any soldier within 4” of an Ammo pack may replenish 2 ammo tokens for each action spent reloading (ie doing nothing else) up to the max of 12 per squad.

The Ammo pack is removed at the end of the Round.

On an ENGINEER card,

Each Engineer figure may carry out 2 of the following actions, in any combination.

Examples of a single action

Move up to 10” Move 5” and lay 2 mines “Aim” Weapon Fire Weapon “Spot” a target Use Drill

Deduct 2” for each obstacle

“The Drill”

Each Engineer may spend repair/damage a vehicle, using his Drill.

One point of damage, may be added/removed for each Action spent next to a vehicle using the drill, according to whether he wishes to repair/damage it.

On an MEDIC card,

Each Medic figure may carry out 2 of the following actions, in any combination.

Examples of a single action:

Move up to 10” “Aim” Weapon Fire Weapon “Spot” a target Dispense Medic Pack Use Defibrilator

Deduct 2” for each obstacle

“Medic Packs”

Each Medic may dispense one Medic pack in each Round (costs one action). Any soldier within 4” of a Medic pack may remove one wound marker, for each action spent healing (ie doing nothing else).

The medic pack is removed at the end of the Round.

On an RECON card,

Each Recon figure may carry out 2 of the following actions,

in

any combination.

Examples of a single action:

Move up to 10” “Aim” Weapon Fire Weapon “Spot” a target Throw Motion Sensor Set C4 Charges (if equipped)

Deduct 2” for each obstacle

Laser Designator costs 2 AP

“Motion Sensors”

Each Recon may throw one Motion Sensor each Round

(costs one action). Place the motion sensor up to 10” from the Recon in the direction he

is

facing.

Then place a

“Spot” counter next to any enemy soldier with 6” of the Motion Sensor.

Motion Sensors, & “Spot” counters are removed at the end of the Round.

AFTER THE LAST CARD

The Round ends.

Shuffle the cards

Remove all counters, except “Wound”, C4, and mine

markers

Recycle casualties via Spawn Points.

“Spawn Points”

Figures that have been killed

are recycled at the end of the

Round – as specified by the Umpire before the game

starts.

If respawning is used, it may

be

at a set “Spawn Point”, or

by

respawning next to a

squad mate.

Ammunition Usage

Each Squad starts with 12

ammo counters. Each action

a soldier fires a weapon,

other than a pistol, or vehicle mounted weapon, a squad ammo marker is used up. Ammo can be resupplied using “Ammo Packs”.

When the markers run out, so does the ammo, leaving your squad with knives and pistols.

Vehicles

a

vehicle costs 2” of movement.

Vehicles move in the phase of the driver’s class, eg

Recon, if

Recon etc.

They fire in the phase, of any

gunner.

Climbing in, or

out,

of

he

is

All

ground vehicles move up

to

5” in the first action spent

upon driving, and then 15” every action point afterwards, (Quad Bikes may move 20” after the first AP of movement).

A vehicle may make two

turns of 90 degrees in each

action.

A driver may fire the tank

gun, AND move, during a single Action Point, BUT, if he does so, must fire directly ahead, and may only move at

half speed in that action.

Helicopters hover, in their first AP, but may move 30” in any

AP thereafter. Their weapons

fire/hit as per a Tank Gun.

“Anti-Tank Mines”

Each Engineer may be equipped with AT Mines,

rather than a RPG. For each action spent laying mines, the Engineer can move 5”, AND place 2 mines along his path of travel:

Any vehicle travelling within 1” of the mines, will set them off, and be destroyed in the process, killing any crew automatically.

Mines remain in place until the end of the round, unless

destroyed.

At the end of the

round,

the

mines

are

removed.

“Wound Markers”

These

represent

damage

inflicted on a soldier.

 

A

soldier can

receive

up

to

3

wounds, without any loss of ability.

On the fourth wound, the soldier is considered “incapacitated”, or dying, and may not move.

“Defibrilators”

A Medic may spend an action

an

incapacitated soldier, using a

point to

revive

“defibrillator”, if

in

base

to

base contact.

The “revived”

soldier restarts

with

no

wounds.

Combat

Combat is very simple, and

bloody. When a soldier, with the initiative, moves into base to base contact, with an enemy, he may knife his target, killing him instantly (and taking his dogtags), for no extra AP cost.

However, if at any point in his movement, the attacking soldier crosses the frontal arc

of the soldier he is trying to knife, the defender may fire one AP worth with a firearm to try to kill his attacker, by rolling to hit, in the normal manner. If the defender fails to kill the attacker, he, in turn is killed.

are

N:B

killed automatically.

UAV

Controllers

Frontal Arc of fire
Frontal Arc of fire

Sneaking up on an opponent to steal their dogtags.

By

defenders frontal arc, it is an automatic kill.

the

staying

out

of

“Laser Designator”

Any Recon may use 2 Action Points to Laser Designate a target for a Mortar Strike. The target must be in his frontal arc & Line of Sight. Place a marker at the target

point. Any figure within 2” of the target point suffers an immediate automatic hit – roll

for damage as normal.

“C4 Charges”

A Recon may be equipped

with C4 Charges, instead of,

a Laser Designator.

Placing them costs 1 Action

Point. Setting them off, costs no AP, but must be done during the Recon phase of a Round – this doesn’t have to

be the same round that they

are placed in, BUT they can only be set off by the Recon that originally placed them.

Enough charges are carried

to destroy a vehicle (4 hits

damage), or inflict 5 hits on a building – to lay the charges, the Recon must be in base-

to-base contact with the target, at some point during the turn, so his go can include movement, assuming

he has the AP to do so.

Setting charges on a building,

is similar, BUT, to collapse

the building, must include

movement through the interior – otherwise damage

will

external walls.

only be inflicted on the

“Spotting”

Any soldier may spend an

action “spotting” an enemy in cover, making it easier for friendlies to hit the target.

For each action spent, place

a “Spot” counter, next to a

target, in the spotters frontal

arc & Line of Sight. “Spot”

counters are removed at the

end of the Round.

“Cover”

A

target counts as in cover, if

in

base to base contact with

a

wall, hill, boulder, tree,

vehicle or similar, or if inside

a building, with a wall

between it, and the firer.

A building doesn’t count as

cover, if the exterior wall,

between the firer and target

has been destroyed.

Any soldier that has been “spotted, no longer counts as

in cover.

UAVs

Controlled remotely, from the

ground.

UAVs move 20” per

AP spent.

UAVs are armed with a

HMG, that costs 1 AP to fire,

& a Laser Designator (as per

Recon soldiers) that costs

2APs to operate. If the Laser

is

used, the UAV is assumed

to

hover, during its turn.

A

Controller may make no

other

defend himself in Combat.

action,

and can’t

Shooting

A soldier may elect to fire at a target in its frontal arc. Roll to hit according to the weapon type and range band, adjusting the range band according to any relevant modifiers – N:B - The number of dice used, per Action Point expended, is indicated by the number of asterix * by the weapon name.

1.

WEAPON TYPE

Point Blank range Hit on a 3,4,5,6

Short Range Hit on a 4,5,6

Medium Range Hit on a 5,6

Long Range Hit on a 6

& RANGE

Dice

Pistol

*

up to 2”

2.1” – 4”

4.1” – 8”

8.1” – 12”

Shotgun

*

up to 3”

3.1” – 6”

6.1” – 9”

9.1” – 15”

SMG

**

up to 4”

4.1” – 8”

8.1”-12”

12.1”-16”

Assault Rifle

**

up to 5”

5.1”-10”

10.1”-20”

20.1”-40”

LMG

***

up to 5”

5.1”-10”

10.1”-20”

20.1”-40”

Sniper Rifle

*

up to 10”

10.1”-20”

20.1”-40”

40.1”-80”

HMG

***

up to 8”

8.1”- 16”

16.1”-24”

24.1”-48”

AT/RPG

*

up to 5”

5.1”-10”

10.1”-20”

20.1”-30”

Tank Gun/Helicopter

*

up to 10”

10.1”-20”

20.1”-40”

40.1”-80”

Hand Grenade

*

up to 2”

2.1-4”

4.1-8”

8.1”-12”

Grenade Launcher

*

up to 5”

5.1”-10”

10.1”-20”

20.1”-40”

N:B - Hand Grenades & Grenade Launchers have a 1” blast radius – Tank Guns/AT/RPG have a 2” blast radius – roll for each target in range

2. MODIFIERS TO HIT DICE, and ROLL TO HIT

+1 to Hit Dice Roll, if

“AIMING” ie spent one AP this round TARGET HAS BEEN “SPOTTED” TRYING TO DAMAGE A BUILDING ( ie to damage building, rather than shooting at someone inside a building)

3.1 ROLL FOR DAMAGE ON PEOPLE

Roll 1d6 & apply the following modifiers:

+1 SHOT WAS “AIMED” +1 SHOTGUN, LMG, HMG, SNIPER RIFLE, MORTAR +2 TANK GUN, HELICOPTER, AT/RPG

-1 to Hit Dice Roll, if

SHOOTER IN MOVING VEHICLE, or TARGET IS IN COVER

-2 to Hit Dice Roll, if

TARGET IS AN AIRBORNE VEHICLE THAT HAS MOVED IN THIS TURN (ie Deck of Cards)

VEHICLE THAT HAS MOVED IN THIS TURN (ie Deck of Cards) RESULTS OF FIRING AT INDIVIDUAL

RESULTS OF FIRING AT INDIVIDUAL

6

INSTANT KILL

5

3 WOUND MARKERS

4

2 WOUND MARKERS

3

1 WOUND MARKERS

1,2

NO SIGNIFICANT DAMAGE

3.2 DAMAGE TO BUILDINGS

A shooter may choose to specifically fire at a building to damage it - damage may also be caused, when firing at someone using it for cover (in which case, resolve the shooting at people as above, first.

N:B if you shoot (and roll) to hit the building using the +1 modifier on the Hit Table above, you don’t roll for damage on the people inside as well.

The following weapons may damage a building:

AT/RPG Tank Gun Hand Grenade/Grenade Launcher C4 Charge Mortar

For each hit, from the weapons listed above, either on a person in a building, or a hit on the building itself, remove one section of exterior wall, starting with that most immediately in the line of fire. Once all 4 exterior wall sections, on a single level have been removed, a fifth hit, from one of the weapons above, on the same level, will collapse the building – roll 1d6 for each figure inside – on a 6, they are placed safely next to the building, otherwise they are crushed to death!

The exception to this, is C4 charges – when set off, they will automatically destroy up to 4 external walls sections (if this was the intention of the Recon that set them – he may opt to destroy less) – If the Recon entered the building when setting the charge, he may also opt to collapse the entire structure, with no need for to hit roll – each figure inside still gets a chance to escape being crushed, as above.

Concrete Building sites, may not be damaged, or collapsed.

Portacabins may be damaged, to reduce their ability to offer cover, but may not be collapsed – only 1 hit to a portacabin will remove all of the walls.

3.3 DAMAGE TO VEHICLES

The following weapons may damage a vehicle:

AT/RPG Tank Gun Hand Grenade/Grenade Launcher C4 Charge Mortar

Tanks/Bradleys/Helicopters may take up to 3 hits, being destroyed on the fourth point of damage – roll 1d6 per crew – on a 1-5 crew are killed instantly, but bale out unharmed on a 6 (place next to the model).

Any other vehicle (eg Humvee/Quad/UAV) that is hit by one of the weapons listed above is destroyed by a single hit, killing any crew, with no save.