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BAD AR:SE

AKULAS RULES : SKIRMISH EDITION


A Homage to Battlefield Bad Company 2

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

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

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

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

AFTER THE LAST CARD


The Round ends. Shuffle the cards Remove all counters, except Wound, C4, and mine markers Recycle casualties via Spawn Points.

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.

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.

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.

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.

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.

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.

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.

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.

Defibrilators
A Medic may spend an action point to revive an incapacitated soldier, using a defibrillator, if in base to base contact. The revived soldier restarts with no wounds.

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 doesnt 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 baseto-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 the movement through interior otherwise damage will only be inflicted on the external walls.

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 doesnt 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.

Vehicles
Climbing in, or out, of a vehicle costs 2 of movement. Vehicles move in the phase of the drivers class, eg Recon, if he is Recon etc. They fire in the phase, of any gunner. 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.

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. N:B UAV Controllers killed automatically. are Frontal Arc of fire

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 action, and cant defend himself in Combat.

Sneaking up on an opponent to steal their dogtags. By staying out of the defenders frontal arc, it is an automatic kill.

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 & RANGE


Pistol Shotgun SMG Assault Rifle LMG Sniper Rifle HMG AT/RPG Tank Gun/Helicopter Hand Grenade Grenade Launcher

Dice * * ** ** *** * *** * * * *

Point Blank range Hit on a 3,4,5,6 up to 2 up to 3 up to 4 up to 5 up to 5 up to 10 up to 8 up to 5 up to 10 up to 2 up to 5

Short Range Hit on a 4,5,6 2.1 4 3.1 6 4.1 8 5.1-10 5.1-10 10.1-20 8.1- 16 5.1-10 10.1-20 2.1-4 5.1-10

Medium Range Hit on a 5,6 4.1 8 6.1 9 8.1-12 10.1-20 10.1-20 20.1-40 16.1-24 10.1-20 20.1-40 4.1-8 10.1-20

Long Range Hit on a 6 8.1 12 9.1 15 12.1-16 20.1-40 20.1-40 40.1-80 24.1-48 20.1-30 40.1-80 8.1-12 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)

-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)

3.1 ROLL FOR DAMAGE ON PEOPLE


RESULTS OF FIRING AT INDIVIDUAL Roll 1d6 & apply the following modifiers:
6 +1 SHOT WAS AIMED +1 SHOTGUN, LMG, HMG, SNIPER RIFLE, MORTAR +2 TANK GUN, HELICOPTER, AT/RPG 5 4 3 1,2 INSTANT KILL 3 WOUND MARKERS 2 WOUND MARKERS 1 WOUND MARKERS 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 dont 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.

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