If you have comments, email them at: aardvark@mountainmedia.demon.co.uk
Writer: Nick Lund
Producer: Hugh Pitt
Edits: Doug Cowie and Mark Copplestone
Play Testing UK: Doug Cowie, Mark Copplestone, Mal Green, Barrie Jones. Derek Mugridge, Norman Hunter, Steve Herbert
Play Testing US Andrew Chernak, Aaron A.Chernak, Schuyler D. Erle, Abraham F. Evangelista
Special thanks to Derek Mugridge and Ryan Evans for their enthusiasm
Kill Zone is a Trademark of Nick Lund.
CONTENTS | |
1 1.1 2 3 4 5 6 7 | Introduction How Kill Zone is played Organisation The Game Turn Future Warriors Stats, Lists, Special Rules Additional Rules Setting Up an Engagement |
'Future Warriors: Kill Zone' Is the first game in the series. It provides full rules to enable two or more players to conduct futuristic shoot outs using Future Warriors organised into squads, gangs and individuals.
In addition to these rules, all that is needed to begin play are a number of miniatures, some six sided dice, a tape measure, a flat surface (such as a table). and whatever you want to use as scenery.
1.1 How Kill Zone is played
First an engagement is set up using the guidelines in section 7, or taken from a specially written scenario or campaign.
The figures are organised into their relevant groups and the game is played out in turns, each turn consists of three events
Event 1: Initiative
Event 2: Action
Event 3: Orders
Types of Future Warrior
Kill Zone features the following Future Warrior types, placed into the three groups as follows:
Group 1: Individuals
There are two types of Individual in Future Warriors.
Heroes/Heroines and Cyborg S type.
For more details on individuals, see section 5.1.
Group 2: Squads
A squad is made up of trained fighters, usually well equipped and organised. As a rule it will generally contain five troopers consisting of a leader, second in command (usually referred to as a sub-leader), and three troopers. Types that operate in squads are:
Troopers, Law Enforcers and Rebels.
For full details on putting together a squad see section 5.2.
Group 3: Gangs
Gangs consist of a loose knit group of fighters under the control of a gang leader. Although they usually contain more figures than squads, they tend to be less well equipped.Types that operate in gangs are:
Savages and Scavengers.
For full details on putting together a gang see section 5.3.
All groups require orders to operate during an engagement. These are issued at the start of the game and can be changed during the game. Orders configure the group to act in a defined way during the course of the engagement. There are 6 general orders applicable to all the three groups, and others that apply solely to certain types (See section 5.3).
Full details of the six orders are:
3.1 Shoot
Configures the Group to use its maximum firepower and at the same time remain fairly mobile.
NB. Figures can move first and then shoot, or shoot first and then move.
3.2 Stay Sharp
Use this order when you need the initiative during a coming turn.
NB. Figures can move first and then shoot, or shoot first and then move.
3.3 Keep Down
Using this order will make your Group more difficult to target by the enemy.
NB. Figures can move first and then shoot, or shoot first and then move.
3.4 Assault
If you anticipate hand to hand fighting use this order.
NB. Figures can move first and then shoot, or shoot first and then move.
3.5 Snipe
If you need to hit a target at all costs, use this order.
3.6 Run
Use this order to move your group quickly.
NB. Figures with run orders can only move, they can do nothing else.
On the first turn (only) of a game, the first event is to issue all groups with orders.
For the rest of this turn and for all succeeding turns, the sequence of events is as follows:
4.1 Event 1: Initiative
Initiative determines the sequence of players' moves during Event 2 : Group Action. Gaining the initiative is crucial if a player wants to keep his group one jump ahead of the enemy.
Method
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Example of Initiative It is dawn, amidst ruins of an abandoned city. Red squad consisting of 5 troopers is picking its way carefully through the rubble; they are on 'Stay Sharp' orders and in headset contact. Moving towards them some distance away is a gang of 20 scavengers on 'Keep Down' orders. Both player roll 1 initiative dice for each of their groups. The Trooper player rolls a 4 doubled for Stay Sharp orders = 8+3 for the group leader, giving a total of 11. The scavenger player rolls a 5+3 for the group leader, giving a total of 8. The trooper player wins the initiative and decides to let the scavenger player activate their group first. |
4.2 Event 2: Group Action
In 'Kill Zone,' 4 actions are available:
General rules for group action
Suppression and removing suppression
A figure becomes suppressed when an enemy shooting, or hand to hand combat, attack comes close to killing it. Exactly when and how this occurs is fully covered in the relevant Actions, Shooting and Combat. Consider a suppressed figure as one which is definitely shaken up and currently attempting to present the smallest possible target to the enemy.
Suppression - general rules
4.21 Action: Remove Suppression Roll 1 dice and modify the score as per the chart, if applicable;
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Contacting a suppressed figure.
Contact occurs when a figure's base is touching that of another figure.
If a suppressed figure is contacted by an enemy figure, the enemy player has the following options:
Example of removing suppression
A deadly fire fight has developed amidst the ruins and a desperate trooper attempts to remove his suppression. He is alone, but all his squad are alive and no other troopers are suppressed.
The trooper player rolls a dice, it comes up 2.; + 1 half or more of the squad still alive, +1 no one else in the squad suppressed, for a total of 4.
The trooper falls to remove his suppression and can only move up to 3".
4.22 Action: Movement
All figures move according to orders. See the relevant order for movement distances. Note: Players are free to move their figures in any direction they choose. provided they do not exceed current movement allowances. Figures in a group are not obliged to remain in contact with one another. See section 4.3: 'Changing Orders.'
Difficult terrain
Movement modifiers
For more information on buildings, see section 6.3 'Buildings.'
Example of movement
During the same turn the trooper player moves his sub-leader to help out the suppressed trooper. The trooper is 8" away but the route is blocked by a wall. The sub-leader has 6" of movement on 'Stay Sharp' orders and climbing over the wall takes 4" off that leaving 2" left to move. The sub-leader ends his move 2" away from the suppressed trooper, next turn if the sub-leader moves before the trooper he will be able to assist him in removing the suppression.
4.23 Action: Shooting
All figures shoot according to orders. See 3.1 'Shoot' section for details.
Shooting sequence:
Establishing line of sight
Targeting Roll 1 dice (for each shot) and modify the score as per the chart if applicable:
NB. A suppressed figure with 'Keep Down' orders will only count the -1 targeting modifier once. |
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Hits
Look at the weapon stats chart and roll the weapon damage dice for the weapon. Total the score.
Subtract target cover modifier, see chart below.
Go to target kill. If the score is equal to, or greater than, the target has been hit and killed. If the score is less but within 6 points, the target has been suppressed. That figure now is now suppressed, and acquires a suppression counter. See 4.2 'General Rules: Supression.'
WEAPON STATS | ||||
Weapon | Short Range | Long Range | Rapid Shots | Damage |
Heavy Handgun | 0 - 5" | 5 - 14" | 2 | 3 dice |
Handgun | 0 - 8" | 8 - 18" | 2 | 2 dice |
Machine Pistol | 0 - 8" | 8 - 24" | 5 | 2 dice |
Auto Shotgun | 0 - 6" | N/A | 2 | 4 dice |
Shotgun | 0 - 6" | N/A | 1 | 4 dice |
Assault Rifle | 0 - 10" | 10 - 30" | 3 | 3 dice |
Military Assault Rifle | 0 - 10" | 10 - 30" | 3 | 3 dice |
Explosive Round Launcher | N/A | 6" | 1 see below | 5 dice |
Light Assault Cannon | 0 - 14" | 14 - 24" | 3 | 4 dice |
Light Laser | 0 - 12" | Line of Sight | 1 | 3 dice |
Scatter Gun | 0 - 4" | 4 - 8" | 1 | 4 dice |
NOTES
Target Cover modifiers | ||
Target has 'Keep down' orders | -2 | |
Target in Soft cover | -2 | Target figure's base partially obscured. |
Target in Medium cover | -4 | Target figure's base fully obscured, but figure is in base contact with scenery/terrain, and half or more of the figure is visible. |
Target Kill by type and armour | ||
Type | Unarmoured | Lightly Armoured |
Human | +7 | 9+ |
Cyborg S type | +14 | N/A |
Example of shooting
Several turns later, the scavengers switch to 'Shoot' orders and a scavenger with a machine pistol has line of sight to two troopers at close range. Both troopers are in cover, and lightly armoured. A machine pistol will rapid fire 5 shots and the Scavenger player decides to open fire on the first trooper.
The scavenger rolls the first dice to target the first trooper.
It comes up 4 + 1 close range .... .miss. The second comes up 3, + 1 close range 4.. .miss. The third comes up 5+1 close range = 6, a hit
The scavenger player now checks to see if the hit kills or suppresses the trooper.
On the Weapon Stats chart a machine pistol does 2 dice damage, the player rolls two dice, they come up 4,3=7.
On the Target Modifiers chart he counts -2 the trooper is in soft cover. Total = 5.
On Target Kill a lightly armoured man needs 9 or more to kill The score is 5. The trooper is not killed but is suppressed as the final score was within 6 of the kill score. A suppression counter is placed next to the trooper.
The scavenger player can now choose to select another target (he has two shots remaining) or continue shooting at the first. He decides to shoot at the second trooper and proceeds to target the trooper using the method described above.
4.24 Action: Hand to Hand Combat
Every figure type in Future Warriors has one or more combat dice, as indicated in the lists. These dice are used to determine the results of hand to hand combat. The more combat dice a type has, the more effective it will be in hand to hand combat. Weapons will also modify the dice score, refer to the weapons modifier table.
Combat method
Results
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Example of hand to hand combat
A trooper with 'Assault' orders makes base to base contact with a scavenger on 'Shoot' orders. The trooper has a dagger the scavenger has no hand to hand weapon
The trooper player rolls 1 dice it comes up 6, + 1 for the dagger and doubled for'assault' orders = 14.
The scavenger player rolls 1 dice it comes up 2, there are no additions.
The trooper player has a kill score of 12 the scavenger did not stand a chance.
4.3 Event 3: Changing Group Orders
Players who wish to change orders remove the existing order counter and, if successful. replace it with the new one face down. They do not have to declare what the new order is. When all players have completed this event, the new order counters are turned face up.
When an order is changed the old order counter is removed and the new one replaced face up next to the highest ranking member of that group. This also applies to individuals.
All figures in a group not in headset contact must be within 8" of each other, or group orders cannot be changed.
Method Roll 1 dice, and apply modifiers as per chart:
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Example of changing group orders
Both sides have performed Event 2 Action and now it is time for Event 3 Changing Orders.
The scavenger player does not wish to change orders but the trooper player wishes to change to 'Snipe.'
The trooper player rolls 1 dice, it comes up 5. No one in the squad is suppressed and the squad leader is still alive for a final score of 12. The new order goes through and a 'Snipe' order counter replaces the old order face up next to the figure of the squad leader on the table
5. Future Warriors Stats, Lists, and Special Rules
Use the following lists when assembling your groups prior to playing engagements, scenarios and campaigns.
Heroes/Heroines
Points cost for Hero Types
Special Rules (the Heroic Save)
Score
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.
Cyborg S type (Street model Mk 7c)
Points cost for Cyborg S type
Troopers
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Law Enforcers
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Rebels
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Special rules for Rebels Rebels have sole access to the order 'Hit and Run', which operates as follows:
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Scavengers
Special rules for Scavengers
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Savages
Special rules for Savages
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5.4 Equipment Points Cost
Equipment | Points Cost | Weapons: Guns | Points Cost | |
Basic man, no equipment | 7 | Heavy handgun | 7 | |
Upgrade to leader | +10 | Handgun | 4 | |
Upgrade to sub-leader | +5 | Machine Pistol | 12 | |
Misc. items | Auto Shotgun | 3 | ||
Sighting aid | 10 | Shotgun | 2 | |
Headset | 5 | Assault rifle | 20 | |
Night sight | 10 | Military assault rifle | 23 | |
Hand to hand weapons | Light assault cannon | 25 | ||
Razor claws | 2 | Light laser | 36 | |
Dagger | 1 | Scatter Gun | 4 | |
Sword | 3 | Armour | ||
Chain | 1 | Light | 4 |
6.1 Day and Night
Rules for darkness
Using day or night rules
When an engagement has been chosen and the area set up, before any groups have deployed, check to see if it Is day or night.
Area Effect Weapons
Hand grenades
General rules:
Grenade points cost
Method
Flame thrower
General rules
Flame thrower points cost
Method
Light Missile Launcher
-Visually acquired auto lock-on high explosive warhead.
General rule
Missile points cost
Lock-on Method
6.3 Buildings
The following rules allow buildings to be simply incorporated into Future Warriors: Kill Zone.
Building Zones
Doors
There are two options for doors when using models on the table top.
1. Use the doors depicted on the model building. If the edge has no doors the figure cannot move into the building from there.
2. Ignore the doors depicted on the model and agree beforehand that all building edges have some form of door, opening, loophole. etc., thereby allowing figures to move into the building from all edges.
Windows
Similarly, there are two options for windows when using models on the table top:
1. Use the windows depicted on the model building. If the edge has no windows then the figure cannot shoot from them.
2. Ignore the windows depicted on the model and agree beforehand that all building edges have some form of window, opening, loophole. etc., thereby allowing figures to shoot from all edges.
Depicting figures in buildings
Use the numbered arrowed counters on the counter sheet. When a figure enters building, remove it from the table and replace it with the counter. If the figure is in the centre zone place the counter against the building with the arrow facing towards the centre. If the figure is in an edge zone, place the counter against the building edge the figure occupying with the arrow facing outward. Keep a careful note of which figure to what counter. When a figure leaves a building put the model back onto the table remove the counter.
Buildings with several floors
6.4 Examples of Hand Weapons
Handguns Cover all forms of small\medium handguns from revolvers through to magazine loading types.
Heavy Handguns As above. but heavier and packing a bigger punch.
Machine Pistols Include all types of sub and light machine gun. They are all light, easily carried, and have a high rate of fire over a short range.
Auto Shotguns Any shotgun capable of firing more than 2 shots in quick succession can be classed as an auto type. A typical example would be a pump action shotgun.
Shotguns Include all types of single or double barrelled shotguns.
Assault Rifles All types of heavy automatic rifle are included. Commonly used as basic equipment by most infantry types, and coming in many variants. Armed civilians, rebels, and crooks, etc., are always in the market for these weapons.
Military Assault Rifles Standard military issue to all Troopers and most Marine types. The military assault rifle operates reliably in most environments, from swamps and deserts through to deep space. When this weapon incorporates an explosive round launcher, it has excellent short range performance in addition to its already good long range
Explosive Round Launchers Fire small low velocity explosive rounds over a short range. These deliver a punch well able to take out most man-sized opponents
Light Assault Cannons Usually used by military squads and sometimes by police, these weapons will deliver small effective cannon shells over a good range. The full kit features integrated recoil control and simple, in- built auto targeting, enabling the laying down of accurate fire at long range.
Light Lasers Include all forms of light lasers from rifles through to more advanced pistols. If they are to be used to their full potential, lasers must carry their own power generators, thereby making even a light laser heavy. Without a power generator (as used on most rifles and pistols), the laser cannot carry enough power to deliver more than a few shots without having to undergo a lengthy recharge. When used by the military, the light laser will carry generators making it a superb. but cumbersome, long range foot weapon.
Scatter Guns Include all forms of firearm built with the sole purpose of delivering lethal scatter charges over a short range. but with no attention to accuracy. Typical scatter guns would be blunderbusses, home made multi barrelled affairs, crude hand cannons, etc. Ammunition supplies utilise whatever happens to be at hand, the most common being nails, screws, glass, etc.
Hand Grenades Cover all forms of purpose-made hand grenades. These will reliably deliver an effective high explosive/shrapnel burst.
Light Flame Throwers All one man hand-held flame throwers fall into this category.
Missile Launchers These are able to fire a diverse range of warheads, from sophisticated seekers to dumb high explosive. These weapons carry simple visual auto targeting that can acquire and lock-on to most straightforward targets. Although bulky. they are devastating against low or medium tech level opponents, who would be unable to jam or fox them. Almost always found in the hands of military troopers and marines, and sometimes in rebel squads. These weapons require extensive personnel training to allow operation to their full potential.
This section deals with the setting up of engagements between hostile groups of Future Warriors.
7.1 POINTS VALUE
Suggested values
Small game, 70 - 150 points per side.
This could be, for example, a squad of 3/4 Troopers against a squad of Rebels or Scavengers, or a lone Law Enforcer Hero against a gang of Savages.
Medium game, 150 - 300 points per side.
This points range would allow, for example, a full Trooper Squad to oppose a combined force of a Rebel Squad and a Scavenger Gang.
Larger game, as many points as you like
Any combination of groups and individuals are therefore playable.
7.2 Playing Area
One of the many features of 'Future Warriors: Kill Zone' is that any flat surface can be used for the playing area. For example, a table or a rug on the floor are perfectly adequate.
If you are an experienced modeler or games player you may have already have a suitable surface and scenery devoted to playing miniature battles. 'Future Warriors: Kill Zone' is perfect for this gaming environment.
The scenery and terrain that you use depends entirely on what you have available, and the scenario chosen. Boxes and books can double as buildings and ruins, mugs and cans used as water towers or fuel tanks; any sort of child's model building can be implemented. Model cars make excellent cover and add atmosphere.
7.3 Terrain
When the engagement area has been set up, all players must agree on difficult and impassable terrain.
If a scenario requires that only one side sets up they must ensure that opponents are fully aware of any difficult or impassable terrain.
7.4 Scenario Type
Examples: Encounter, Raid and Capture, Assassination
Scenario Types
Encounter An encounter is probably the most common scenario type. It is well suited for any size of one off engagement.
Objective
The objective for both sides is to wipe out the other, no prisoners taken The winner is the side that achieves this.
Rules for setting up a group
Raid And Capture
Objective
Raider objective: To capture one enemy figure and exit from your own table edge with it.
Defender objective: To prevent the raiders from achieving their objectives, without retreating off the table.
Victory conditions
If the raiders achieve their objective and get half or more of their figures off their own table edge, they have won.
If the raiders achieve their objective, but get less than half of their forces off their table edge, the game is drawn.
Any other result is a victory for the defenders.
Captives
Non lethal hand to hand combat
Non lethal hand to hand combat works as follows;
Assassination
Objective
Assassins: Assassinate the 'target' figure and escape with at least one figure off the table.
Guards: Move off the table with the 'target' figure still alive. For more information on the 'targeted' figure see special rules below.
Victory conditions
If either side achieves their objective they win the game.
Special rules for the 'targeted' figure