Five_Men_At_Kursk.pdf

(6689 KB) Pobierz
1
Karl Chappell (Order #10896871)
2
TABLE OF CONTENTS
INTRODUCTION
GETTING STARTED
ORGANIZING YOUR TROOPS
HANDLING YOUR FIGURES
RATING YOUR SOLDIERS
ACTIVATING YOUR TROOPS
ADVANCED TURN SEQUENCE
MOVEMENT
FIRING
SUPPORTING FIRE
WEAPONS
REACTIONS
BRAWLING
RALLYING AND RECOVERING
COMMANDO OPERATIONS
3
7
8
9
10
13
18
19
22
27
29
35
37
39
42
ADVANCED RULES
VEHICLES
TANK REFERENCE
RANDOM EVENTS
FORCE CREATION
NATION SPECIFIC SUPPORT TABLES
HEROES ALL
SOLO GAMING
CAMPAIGN RULES
SETTING UP MISSIONS
QUICK START SCENARIO
QUICK PLAY GUIDE
WEAPON REFERENCE SHEET
DESIGNER NOTES
46
55
63
66
68
75
84
85
89
102
106
107
108
109
Karl Chappell (Order #10896871)
3
INTRODUCTION
WELCOME TO THE FRONT
Welcome to
Five Men at Kursk.
With these rules, you will be able to play quick, tense skirmish actions, set during the Second World
War, whether in quick pick-up games or long-running campaigns.
Whether you wish for a more cinematic experience or a harsh military drama, I believe these rules
will leave you satisfied.
The rules assume that at least one member of the gaming group is familiar with the fundamental
concepts of table top war gaming.
MODULAR GAME RULES
The rules are modular, allowing you to use some or all of the components as you see fit.
The game is broken down into:
Core game rules
Advanced rules
Force rules
Campaign rules
- This section contains the basic mechanics needed to play.
- This section covers various situations that may come up during play.
- This section provides tables to randomly generate your troops.
- This section will help you link your encounters together in a campaign.
A FIVECORE SYSTEM
Five Men at Kursk
is a member of the
FiveCore
family of games.
All games in the
FiveCore
family retain a high level of compatibility, allowing players to move
between them with ease.
This particular incarnation has been modified to better accommodate the Second World War setting.
GAME HISTORY
The original
Five Men in Normandy
was the foundational game of Nordic Weasel Games, which
gave birth to the
FiveCore
game engine.
From that humble beginning, the game engine would see itself scaled all the way up to brigade level
war gaming, and deep space adventure.
Now, the time has come to go back to the original, update it to be more consistent with how things
have evolved mechanically, and make it shine as the premier squad-level ww2 campaign game.
As the system has evolved quite a bit, it felt reasonable to use a unique title, rather than simply
dubbing it a “second edition”.
Karl Chappell (Order #10896871)
4
CORE PRINCIPLES
The following core principles apply in the rules. If in doubt about a rule, mechanic or modification,
consulting these principles should see you straight.
*The true mark of a superior force is command & control.
*Reactions are as common as actions.
*A commander is never able to do everything they want.
*Conversely, the commander can always do something.
*If in doubt, roll a D6 and look for a 1 or a 6.
NEEDED TO PLAY
To play the game, you will need the following items:
*A measuring tape or ruler, marked with inches. To play using metric measurements, multiply all
distances by 2.5.
A common trick for smaller miniatures scales is to use the measurements in inches and multiply
them by only 2, 1.5 or even 1 centimeter.
*Dice. A handful of six sided dice (D6), preferably in several colours. For campaign play, percentile
dice (D10 or D100) will be needed.
*Suitable miniatures and tabletop terrain.
*Markers, beads or even small modelled effects to track status effects. Three types of marker is
needed: “Nervous”, “Scared”, “Down”.
*Scrap paper, pencils and so forth.
*Coffee if playing Americans or Germans, Tea if playing Russians or Commonwealth.
MINIATURES
Any individually based figures can be utilized.
Skirmish gaming is generally associated with figures scaled from 15mm upwards, though smaller
figures can be used.
Each figure should be mounted on a small base, slightly larger than the physical space occupied by
the figure.
Heavy weapon crew should be based individually, if at all possible.
There is no need to base vehicles, though doing so can help protect the model from wear and tear.
TIME AND GROUND SCALE
A game turn reflects a few moments of time during heavy fighting.
If no action takes place, it can reflect 1-3 minutes.
The ground scale is intentionally vague, but we can assume our gaming table is 100-300 yards
across, with effective small arms fire taking place within 50 yards or so.
Karl Chappell (Order #10896871)
5
TERMINOLOGY
Figure / Character
Turn
A single model soldier, representing one real-life counterpart.
When the rules refer to a turn, they always mean a single player's turn. Any time limits or
countdowns are counted only in the turns of the player that initiated them.
Any timed event will take place at the end of the turn the countdown is finished.
A player's unit or group comprises all figures available to them in a game.
Dice rolled to see if a figure is injured.
Try to use a consistent colour for your Kill dice.
Dice rolled to see if a figure suffers negative morale.
Try to use a different, consistent colour for your Shock dice.
Unit / group
Kill dice
Shock dice
REROLLS
Some game mechanics and scenario rules may permit dice be rolled again.
In all such cases, the original roll is discarded and the new roll must stand, even if it is worse than
the original.
STATUS EFFECTS
During game play, a figure can be subject to a number of status effects. The combat rules will
describe them in more detail, but a summary is given here.
Nervous
Scared
Down
The figure is suffering from a temporary loss of morale. If activated, Nervous figures may act in a
limited fashion (Moving OR firing but not both in the same turn).
The figure is suffering from a significant failure of morale.
They must be rallied before they can take any actions.
The figure has suffered injuries, been knocked senseless or is unaccounted for.
They must be checked by a friend before they can take any actions.
Status effects should be indicated in some fashion, with a marker, bead or similar.
Optionally, figures can be (gently!) placed lying down to indicate they are Down or turned to face
directly away from the enemy to indicate they are Scared.
Crafty players may use small model explosions, fires, dust clouds or similar, for a more visually
pleasing game.
Karl Chappell (Order #10896871)
Zgłoś jeśli naruszono regulamin