From Mahdist to Martian

Or There and Back Again (Part II)

by Paul Grace


Tomorrow Lies in Ambush: Rules for small unit actions for science fiction warfare.

Equipment: At least two six-sided dice (D6), preferably in different colours to enable initiative and combat to be rolled for both sides simultaneously. More dice would be useful to act as 'hit' markers. A ruler with imperial measurement (inches) - available from most antique shops! One pack of playing cards (including both jokers) per wave of attackers, plus one reserve pack. Small cotton balls or similar markers.

Figures, Scale & Basing: The figures should be mounted on bases of uniform width to be fit the scale of figure. With 25mm Sci-Fi troops, I use 1 infantry or mounted figure per base. Infantry are on 1" square bases; Aliens on 1.5" squares; Mounted and Heavy Weapons are on 1" x 2" double depth bases. Depending on the size of the heavy weapon, some might need 1.5" x 2" bases. Each base will be referred to as a unit. The unit can represent an individual, squad or even company. It is the smallest organised element - casualties are removed as units. The unit is armed with the weapon carried by the figures.

Troop Types:

  • Infantry: Foot soldiers, forming the majonty of fighting troops.
  • Weapon Crew: Unit of troops manning crew served heavy weapons.
  • Mounted Infantry: Troops riding animals or jet bikes.
  • Aliens: Life, but not as we know it. Originally designed for combat between humanoids, the system evolved to include randomly controlled 'alien' life forms.

Transport/Armour: For the sake of simplicity, armoured fighting vehicles and personnel carriers are omitted. The rules are designed to cover small scale encounters and raids that are resolved before heavy backup can arrive.

Weaponry: All potential weaponry is divided into five groups:

1. Melee Weapons: Can be broken into two further groups:

  • Close Quarter Weapons: grenades, pistols, throwing spears and flamers.
  • Physical Contact Weapons: stabbing spears, bayonets, claws, power sabres, cavalry with lances.

2. Standard Issue firearms: The standard shooting weapon issued to infantry: Bow; Rifle; Blaster; Disrupter; call it what you will--the majority weapon type.

3. Heavy Weapons: With longer range than the standard isue firearms and packing more punch. It is a line of sight weapon, requiring a unit of Weapon Crew to operate it. Relatively few available.

4. Bombardment Weapons: Long range (off table / over the horizon) not requiring line of ] sight - Representing heavy artillery, airstrikes, naval or even orbital bombardment. Needs prearranged targeting or communication links with ground troops. Like armoured vehicles, bombardment weapons are bound to exist but will not be available to troops fighting these skirmish actions.

5. Specialist Weapons: Individual weapons that can only be used by trained specialists or available in very small numbers. e.g. Sniper rifles, Anti Aircraft Missiles, Psychic Blasters. In other words, any weapon that does not fit into any of the other categories. Each specialist weapon will require its own special rules. [Best left out of basic rules - Paul's Cop Out.]

In effect we have four troop types and three available weapon types. Heavy weapons are operated by weapon crew on the same base and so the two terms are virtually interchangeable.

Turn Sequence:

  1. Alien Generation & Placement
  2. Movement Phase
  3. Shooting Phase
  4. Melee Phase
  5. Check morale

Alien Generation: At the start of each turn, roll 2 D6. Any doubles result in the appearance of a new wave of aliens. Aliens are generated in waves of five. Each Alien is dealt ten card face down in a single pile (the last four cards from the pack remain face down unseen). The base of each Alien should be numbered or marked in such a way that each pile of cards can be associated with that individual.

Alien Placement: Before the start of the game the human side nominates one edge of the table as 'friendly' (usually the side from which it enters or is trying to exit). Newly generated waves are placed on the table as follows:

Roll D6:

  1. Wave appears at the center of the 'friendly' table edge.
  2. Wave appears at center of table edge to right of 'friendly edge'.
  3. Wave appears at center of table edge to left of 'friendly edge'.
  4. Wave appears at right corner of table opposite 'friendly edge'.
  5. Wave appears at left corner of table opposite 'friendly edge'.
  6. Wave appears from place of concealment at the center of table!

A newly generated wave of five aliens are initially placed in base contact with each other. Aliens always belong to the same wave in which they are generated. They do not need to remain in base contact with each other. One wave of aliens is automatically generated on turn 2. If there is a unit where a wave would be placed, or if a unit would immediately be in base to base contact with a wave, then place the wave one standard movement rate (4") away from that unit.

MOVEMENT

Movement Initiative: Human units are moved as groups or in single units. A 'group' is any number of friendly units that are in base contact with each other (regardless of facing).

Any units moving as a group must complete their movement as a group (i.e. remaining in contact at the end of their move). Aliens are moved as individual units. Both sides roll D6 - roll again if the scores tie. The highest may move (or alter the facing of) any two units or groups of their choice. The other player may then move (or re-face) one of his units or groups. Both sides roll again and the procedure is repeated until all units are moved or adjusted. Once one side has moved all the units they wish to move, the other side may then move the remainder or theirs. A player does not have to move all units.

Movement Definitions:

Standard Movement Rate: Movement is calculated using a Standard Movement Rate (SMR) which is a set distance chosen to best suit the scale of figures and the size of table. The SMR for my 25mm Sci-Fi troops is 4" per turn.

Straight Forward: Movement is defined as when a unit finishes its turn having advanced in the direction to which it was originally facing, and not ending its turn more than one base width to the left or right of its original position.

Advance left/right: If the unit moves sideways, without any forward or rearward movement, or it moves forward but ends its turn more than one base width to the left or right of its original position.

Fall Back: If the unit moves backwards from its original position
Movement Allowances
InfantryWeapon Crew
Forward move at SMR. (4")
Left / Right Advance at three quarter SMR. (3")
Fall Back at half SMR. (2")
Forward move at three quarter SMR.(3")
Left / right Advance at half SMR. (2")
Fall Back at quarter SMR. (1")
Mounted troopsAlien Movement
Forward move at double SMR. (8")
Left/Right Advance at one and a quarter SMR. (5") Fall
Fall Back at SMR. (4")
Forward move at one and a quarter SMR. (5")
Left/Right Advance at SMR. (4")
Fall Back at three quarter SMR.(3")
Alien Movement ModifierAlien Movement Priority
For each Alien unit in the wave being moved roll D6:
1: Deduct one half SMR (2") from its movement
6. Add one half SMR (2") to its movement.
1. Aliens move towards nearest enemy in line of sight.
2. Aliens move towards nearest enemy.

Movement Restrictions

  • Units in base contact with enemy may not move, except to adjust facing.
  • Units coming into base contact with the enemy must stop moving.
  • Weapon Crew cannot move and fire weapons.
  • Mounted Troops caMot move and fire weapons.
  • Infantry wishing to fire can only move up to half their movement allowance.
  • Aliens generated and placed this turn have their movement halved.
  • Aliens can shoot and make full move.

If an alien wave is ordered to withdraw (turning up a Joker) then all units in the wave move directly to the nearest table edge. Any alien from that wave in base contact with a human unit will disengage.

Facing After Movement: On completing its move, a unit may be turned to face in any direction. Exception: If a unit 'falling back', ends up more than one base width to the left a right of its original position, it must be faced in the direction to which it moved. A unit not moving may alter its facing (turn on the spot). This does not count as movement in regard to shooting or close quarter combat modifiers.

Terrain Restrictions:There are only three terrain types:

  1. Good Going - Has no effect on movement.
  2. Bad Going - Anything that's likely to slow you down, including fordable water features such as rivers and streams, linear defences, hilly or rocky ground or tall or thick vegetation. To cross a linear obstacle like a wall costs an additional half SMR (2"). Fording rivers and streams costs an additional D6 inches per turn. All other bad going takes twice as long as good going to cross, but only one and a half times as long for alien if they are on 'home ground'.
  3. Impassable - Anything you cannot pass or cross.

Shooting:

Shooting Initiative: The side that moved the last unit in the movement phase may now shoot with one unit. Shooting then alternates - one unit each side taking it in twns to shoot. Once one side declines to shoot, they may not shoot again that tum, the other may then sho~ with his remaining units. Markers (e.g. cotton ball 'smoke puffs') may be placed as a reminder of which units have shot - and can be removed at the end of the phase. Any alien armed with firearms shoot as individual units, not in waves.

To shoot: The target must be in range and in line of sight. The shooter must not be in base contact with enemy troops, have received more than one wound, or have exceeded movement restrictions relating to weapons fire. A unit may only shoot once per turn. Aliens can shoot and make full move.

Ranges are calculated as multiples of SMR (i.e. 4" for my 25mm figures).

Standard Issue Weapons

    Short Range 4"
    Medium Range 12"
    Long Range 20"

Standard Issue Weapons

    Short Range 6"
    Medium Range 18"
    Long Range 30"

Close Quarter Weapons can be fired at one quarter SMR (1"), which counts as medium range for dice modification purposes. Fire-breathing aliens are treated as having close quarter weapons.

A unit may only shoot with one weapon type during the shooting phase. Aliens equipped with firearms, are treated as standard issue firearms.

Shooting: Shooter nominates target that is in line of sight, calculates range then rolls D6, requiring a 5 or 6 to hit.

Dice modifiers: -1
Long range-1
Short range +1
Shooter makes no movement this turn.+1
Target has already fired weapons this turn.+1
Target mounted.+1
Shooter already received a 'hit' this turn. -1
Target in cover.-1

Aliens shoot with a -1 modifier (in addition to all other modifiers). If shooting against enemy in base contact with a friendly unit and the unit fails to hit: roll D6 for each friend in contact, a score of 1, 2 or 3 results in the friendly unit receiving a hit. I give an advantage to the shooter if the target has fired because the target will draw attentio to itself and be partly exposed when firing. Please note that if the target fires after the shooter, then that shooter receives no benefit, but a later unit shooting at the target will. Heavy weapons and mounted troops still get +1 for not moving even though they have no choice in the matter.

Cover: A target is considered to be in cover if it is in, or if the shooter has to shoot through any intervening bad going except water features. A unit in frontal contact with a linear defence (wall, sandbags etc.) has the benefit of cover, but this does not count against the unit as intervening bad going when that uriit shoots over it.

Line of Sight: Any terrain feature that is taller than the figures (e.g. walls, vehicles or buildings) or any other troop units that lie directly between shooter and target, block the linl of sight, preventing the shooter from shooting at that target. Where two opposing forces are using radically different firearms (in terms of performance), then employ one or more of the following modifications: The inferior weapon may not fire above medium range; the inferior weapon receives -1 on either the 'to hit' or 'hit effect' dice.

Hits: If the shooter is successful, place one die (two die if shooter used a heavy weapon) next to the target. When all firing is completed, roll the dice to determine the effect of each hit. (If short on dice, record hits).

Effect of each hit:

Saving Throws: Roll D6:

    5 - 6 Target unhurt.
    1 - 4 Target receives one wound.
    Heavy weapons roll two dice per hit.

Effect of wounds: Aliens: For each wound received: turn up one card from the stack of cards belonging to that alien. The result of each wound is implemented before the next card is turned up.
Diamonds and Hearts (2-10): Card value = number of inches (quarter SMR) it falls back.
Spades (2-10):Card value = number of inches it advances upon nearest attacker - if already in contact with attacker then the attacker receives one wound (consider it wounded frenzy or acid blood!).
Clubs (2-10):If wound resulted from shooting: Keep this card face up. During the movement phase of the next turn, roll two D6. If the score is less or equal to the card value then the alien cannot move during that phase. If wound resulted from melee, no effect but turn up another card.
JackAlien destroyed in melee. If shot at: Alien falls back D6 inches.
King or QueenAlien destroyed.
AceAlien badly hurt -1 on close combat factor for each ace.
JokerAll Aliens from this wave withdraw to the nearest edge.

If all ten cards are turned up without a kill - deal ten more cards from the reserve Deck.

When an alien is killed discard all its cards without looking at any of the remaining face

When an alien wave is ordered to withdraw, any alien from that wave in contact with a human unit disengages immediately, falling back one base depth. Alien units withdrawing will avoid contact with the enemy if possible. If a red card result causes a unit to move offthe table, leave it on the table edge and turn up another card. Any reds (1 - 2) mean that the unit leaves the table and will not return; any blacks ( 1 - 2) are treated as movement phase Clubs; all other cards are treated as normal.

Effect of wounds: Human A human force has the option of implementing wound effect by either degradation or sudden death methods.

Effect of wounds (unit degradation method):

    First wound: -1 dice modifier if shooting.
    Second wound: Half Movement Rate.
    Third wound: Destroyed.

To keep track of wounds, some form of record keeping will be needed since units can take two wounds. Or you can use:

Effect of wounds (Sudden Death method):

Each time a unit receives a wound roll D6:

    1-2: Destroyed.
    3-4: Fall Back one base depth.
    5-6: Unharmed

Now, instead of guaranteed destruction after three wounds, the unit has a one in three cha of destruction with each wound received. The terms: 'death' and 'destroyed' are used to indicate that a unit has ceased to be militarily effective and not necessarily that it has incurred 100% fatalities.

Either system can be used in these rules; in fact one human side could use the cumulative wounds rule while the other uses the sudden death option.

Facing After Shooting: After the shooting phase, aliens are turned to face ffie last unit th shot at them (if any) during that phase.

Melee: Melees are fought between units in base contact with each other. The unit(s) moving into contact are the attackers, the unit being contacted is the defender. When an attacker makes contact with the enemy unit, its front edge is positioned so that it aligns with the closest edge of the enemy. Only one unit may engage in a physical contact melee against another, other units in contact provide support. Melee is resolved in two stages: Close Quarter Combat followed by Physical Contact (hand to hand combat).

Close Quarter Combat: If equipped with close quaxter weapons such as throwing spears pistols or grenades, any unit with its front edge or front corner in contact with an enemy can make one close quarter attack. The unit making a close quarter attack is referred to as the 'shooter', although this is not part of the shooting phase.

Roll D6:

    5 or 6: Target receives one wound.
    1 - 4: No effect

Modifiers:

  • Shooter has not moved this turn. +1
  • Shooter initially contacted on its rear. -2 (First turn of melee only)
  • Shooter begins turn in contact with target. -2

Resolve effects of wounds in same manner as for shooting phase.

Mounted troops may now attempt to disengage from non mounted units. Roll D6: score 5 or 6 = unit may move the length of two base depths away from enemy unit.

If there is an enemy units still in base to base contact, turn the edefender to face the front edge of the attacker.

Multiple Attacks: If more than one unitis in contact with the same enemy, theunit engages the one closest to the front edge (defender chooses if units are equidistant). If two units are both in contact with the front edge, then the unit occupying the most frontage is engaged. The other units in contact do not melee in physical combat, but give support by adding one to the physical contact factor of the engaged unit. A unit engaged in melee cannot give supp to another unit.

Physical Contact:

Compare Physical Contact Factors:
Weapon Crew0
Infantry1
Mounted2
Alien3

Modifiers:

Unit wearing power armour+2
Unit wearing protective armour (not power armour)+1
Unit directly behind linear defence and contacted to front+1
Unit equipped with physical contact weapons+1
Unit supported by friends. For each unit: +1
Unit initially contacted in the rear-1
Human unit in (or engaged against unit in) bad going-1

Note: Alien claws are physical contact weapons.

Support: To count as a supporting unit, that unit must have its front edge or a front corner in contact with enemy unit engaged. A unit engaged in physical combat itself cannot give support to others. A unit can only give support to one engaged unit.

Add factors to a D6 and compare: highest result wins the melee. The loser receives 1 wound. If the winning score was double or more than that of the lose then the loser receives an additional wound. If the result is a draw, both units remain in contact for next turn. Wound effects are determined in the same way as for shooting.

Break Off: Any engaged unit that wins or draws in the melee and is still in contact with X enemy unit, may attempt to break away. Roll D6 (subtract 1 if the melee was a draw). A score of 5 or 6 allows the unit to move one half SMR (2") away from the enemy.

Morale: To keep things simple I use the DBA approach. On losing one third of its units, morale is broken, the army withdraws from the table, heading for its own base edge. It ca still fire its weapons. However in some scenarios where troops are deep in hostile.temtor with nowhere to run, or it is known that the enemy do not take prisoners (except to eat the later!) then morale can be ignored: troops will fight to the last man. Aliens don't worry about morale, they just keep coming. Once all alien units have been destroyed or left the table (if no alien waves are generated in six turns), the attack is over.

Scenarios: Most games work best when the oppoosing forces have a realistic objective or task to perform. there is nothing worse than lining up two equally strong armies on opposite sides of the table and expect them to knock seven bells out of each other for no good reason. Time spent on scenario development is seldom wasted. Below is one of the testbed scenarios I used while developing the rules.

A squad of space marines, equipped with standard issue blasters, laser pistols and basic body armour, are 'beamed down' to any one table edge. Their mission is to repair th crashed transport ship (in the centre of the table) and to fly it (together with its valuable cargo of dilithium crystals) back to base. On reaching the ship it will be discovered that the crew are dead but the ship is not badly damaged. Any marine in contact with the ship and not shooting or meleeing can attempt to make repairs and restore power. After the melee phase, roll 1D6 per marine attempting repairs - a six indicates success.

Once power is restored, the ship can take-off during any following movement phase. There is room on board for all the marines. Any marine in contact with the ship at the end of the movement phase, and not in contact with an alien, may enter the ship. The ship can be entered until it is repaired and power is restored to the doors and life-systems. Once on board, units cannot shoot, or be attacked. Aliens cannot enter the ship. The marines will not leave until all surviving members ofthe squad are on board. Morale rules are not used for marines. A wave of aliens is automatically generated at the beginning of the third turn.

The play balance can be altered by adjusting the composition of the squad (initially) six infantry units - but by adding a heavy weapon team or a couple of jet bikes). The scenario can be played several times, comparing the number of marine casualties taken each game. Try one game using unit degradation and the next with sudden death - see which ya prefer.

.....And back again?

I started all this looking for a set of colonial period rules and I've ended up on a distant planet fighting futuristic space monsters. I want to get back to the Victorian era. No problem: just change the names! You don't believe me? Just try it.

Turning things up the right way around. To my disbelief, the system works very well witk the Colonial period - needing little alteration. One of the joys of using a word processor is that I did not need to rewrite the entire set of rules. By using the search and replace facilities, one can substitute the terms warrior for aliens, colonial for human, and artillery for heavy weapon.

Anachronsms must also be edited out (like "acid blood") and base sizes altered. Period extras like limbers, infantry squares, and gatlings can be added without upsetting the balance of the rest of the rules. I was pleasantly surprised by the ease in which my random monster rules adapted to controlling my native warrior hordes.

Other Parts

From Mahdist to Martian (Part I)
From Mahdist to Martian (Part III)


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Copyright 1996 by Solo Wargamers Association.

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