sample file - wargame vault...overkill is a fast-paced and exciting sci-fi skirmish game set in...

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Chapter Twelve: Victory and Defeat 36 Chapter Thirteen: Leaders 37 Commander 37 Squad Leader 37 NCOs 37 Commanders Actions 37 Change Orders 37 Inspire 37 Counter Attack 37 Rally 37 Withdraw 37 Command Limitations 38 Leadership Skill 38 Command Skill 38 Chapter Fourteen: Veteran Troops 39 Chapter Fifteen: Equipment 40 Infantry Weapons 40 Infantry Heavy Weapons 40 Close Combat Weapons 41 Infantry Armour 41 Infantry Equipment 41 Remote Vehicles 42 Battle Droids 43 Explosives 44 Vehicle Weapons 45 Vehicle Equipment 45 Vehicle Construction and Costs 46 Currency 48 Chapter Sixteen: Figure Cost 49 Chapter Seventeen: Army Lists 50 CPEC Infantry Auxiliary 50 CPEC Marine Corp 52 Separatists 59 Militia 60 Scavengers 62 The Brotherhood 65 Chapter Eighteen: Battlefield Mars 71 History of Mars 71 The Uprising 71 Acheron 72 Olympus 72 Hellas 73 Meridiani 73 Prometheus 73 Utopia 74 Scenario: Desert Storm 76 Chapter Nineteen: Mars Campaign 77 Background 78 Factiors 79 Squads & Leaders 81 Campaign Options 83 Mercenaries 88 Sample file

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Page 1: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

Chapter Twelve: Victory and Defeat 36

Chapter Thirteen: Leaders 37 Commander 37 SquadLeader 37 NCOs 37 CommandersActions 37 ChangeOrders 37 Inspire 37 CounterAttack 37 Rally 37 Withdraw 37 CommandLimitations 38 LeadershipSkill 38 CommandSkill 38

Chapter Fourteen: Veteran Troops 39

Chapter Fifteen: Equipment 40 InfantryWeapons 40 InfantryHeavyWeapons 40 CloseCombatWeapons 41 InfantryArmour 41 InfantryEquipment 41 RemoteVehicles 42 BattleDroids 43 Explosives 44 VehicleWeapons 45 VehicleEquipment 45 VehicleConstructionandCosts 46 Currency 48

Chapter Sixteen: Figure Cost 49

Chapter Seventeen: Army Lists 50 CPECInfantryAuxiliary 50 CPECMarineCorp 52 Separatists 59 Militia 60 Scavengers 62 TheBrotherhood 65

Chapter Eighteen: Battlefield Mars 71 HistoryofMars 71 TheUprising 71 Acheron 72 Olympus 72 Hellas 73 Meridiani 73 Prometheus 73 Utopia 74 Scenario:DesertStorm 76

Chapter Nineteen: Mars Campaign 77 Background 78 Factiors 79 Squads&Leaders 81 CampaignOptions 83 Mercenaries 88

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Page 2: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

Chapter Twenty: OVERKILL SOLO 93 Initiative 93 TheOpposition 93 Actions 93 Man-down 93 Scenario:OvertheTop 93 Scenario:RearguardAction 94 Scenario:TothelastBullet 95 Scenario:Ambush 95 Scenario:SecuritySweep 96 Scenario:SurpriseAttack 97 Scenario:BehingtheLines 98

Chapter Twenty One: Scavenger Campaign 100 CampaignRules 100 CampaignMap 101 CampaignTurn 102

Ruleswrittenby: StephenDanesBackgroundmaterial: StephenDanesandStevenEserinPlaytestingby: StephenDanesandStevenEserinIllustrationsby: StevenEserin

CopyrightStephenDanesandStevenEserin2009

Allrightsreserved.Nopartofthispublicationorabstractionfromitmaybereproducedortransmittedinanyformorbyanymeans,electronicormechanical includingphotocopyingortrasmissionbyemailor internet,withoutpriorpermission inwritingfromthecopyrightholder.

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Page 3: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

OVERKILL is a fast-paced and exciting sci-fi skirmish gamesetinEarthsdismalanddecayingfuture.Thegameoriginallyevolvedfrom Sabotage: Into the Dark, ahighlyoriginalgameofespionage,assassinationandterrorism.

As players of Sabotage will already be aware, thebackgroundtothesegamesislocatedinEarthssolarsystemmanyhundredsofyearsinthefuture.Despitethisexpanseof time, mankind has progressed little and is battlingto survive against overwhelming ecological change andcountlesswarsandothercatastrophes.GuidingthehumanracethroughallofthesetroublesistheubiquitoushandofCPEC–theeverpresentCouncilforPlanetaryExplorationandColonisation.Although this organisationhasenabledmankindtoexploreandpopulateotherplanetsintheSolarSystem, there are many who think that CPECs power isfar frombenevolent, andmanywish tobreak free fromits influence. Many of these discontented and rebellious people live and work on Mars – and it is here that theactiontakesplace.

The increasing confidence and influence of the Mars colony had long been a worry for CPEC, and CPECs fears wereconfirmed during the Mars uprising. This was savagely and swiftlysuppressed,butthisdidnotendthemutteringsofdisapprovalfromtheMarscolonistsanditseemsthatevennowMars’downtroddenpopulationarebeginningtotalkopenlyandloudlyaboutrebellion.WillMarsonceagainbeengulfedinglobalwar?Onlytimewilltell!

Much of the resistance toCPEC on Mars is centredaround the Brotherhood ofAcheron. This group takesits name from theAcheronregionofMarswheretheyarelocated. The Brotherhoodexpounds extremelynationalistic ideas aboutthe rights of the Martiancoloniststoliveandworkina manner that they see fit – and definitely not in a way thatCPECwouldprefer.Thesituation has deterioratedto such an extent that insomeareastheBrotherhoodforces are openly engagingwith the CPEC military. Atthe moment, CPEC is only

trying to contain the rebelswhile it gauges the level ofsupporttheBrotherhoodorindeedCPECcanexpect.OneofthewaysthatCPECisseekingtocountertherebelsisbyemployinglocalmilitiagroups;employingtheseunrulyundisciplined mobs has the advantage of reducing CPECcasualties aswell as reducing the number of those thatjointherebels.However,notallsuchmilitiagroupshavebeen willing to fight for CPEC, many are more concerned with their own status and influence, they often cause more troublethantheyareworth.

Players therefore have the choice between a numberof factions.Therearethe forcesof“lawandorder” (orcorruptionandoppressionastherebelswouldhave it) -CPECAuxiliaryInfantryorMarines,ortherearetheloyalistMilitiagroups,oftenbackedtoalesserorgreaterextentbyCPEC.Playerscanalsochoosefromanumberofrebelorseparatistgroupsthatareopenlyhostiletotheauthorities,this includes the fanatical Brotherhood of Acheron whowant to keepMars for theMartians.Alternately,playerscanselectaScavengergang,theseresourcefulgroupsareexperts at surviving (and even turning a profit) in the harsh anddegradedruinsofpost-warMars.

Obviously,OVERKILL can be applied to other sci-fi settings than those described here. Hopefully players will find here alltheessentialsoffuturisticwarfarethattheyneed,andmaybeevenafewthattheydidn’tknowtheyneed!

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Page 4: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

GAME CONCEPTOVERKILL is designed to allow players to fight large skirmish gamesorsmallbattles intheSabotage/OVERKILL world.Although players of Sabotage will be familiar with thesettingofthegame,theserulesarecompletelydifferentfromthe“Sabotagesystem”.

Themainfeatureoftherules,aroundwhichmostofthemechanics revolve, is the Initiative system. This systempromotes an uncertain sequence of play that reflects the chaos and confusion of warfare. It also controls whichfigures players can activate as well as the number of actions that each figure can take. Players should make sure that theyfullyunderstandthissectionoftherulesbeforetheybegintoplay,asitisfundamentaltothegame.

The firing section is another important part of the rules whichshouldalsobefullyunderstoodbeforecommencingplay.Themechanicsaredesignedtobedetailedandyetfast to play, the rules are such that after a few games– and familiaritywitha few favouredweapons – playerswillhardlyhavetoreferbacktoanytablesorcharts,thisobviouslyallowsforafastandexcitinggame.

Althoughtherulesarebasedwithinthe“SabotageWorld”,ashasalreadybeenmentioned,theycanalsobeusedforany other similar kind of sci-fi environment.

FIGURE SCALE & BASINGOVERKILL is designed to be used with 28mm Sci-Fi figures, although smaller or larger figures could also be used with figures being based individually on round or square bases, as players prefer. Players need to ensure that each figures Initiative Number is clearly marked on each base (seechapterthree:Initiative)andthateachbaseclearlyshowsthe forward firing arc of the figure (see Chapter Nine).

CONTENTSThe OVERKILLrulebookexceedsahundredpages,playersshould not be alarmed by this. Although the first sixteen chaptersdealwiththegamerules-playersreallyonlyneedtobefamiliarwithahandfulofpagestorunagame.

Chapter seventeen offers extensive army lists for thefactions described. This will allow players to field entire regiments of Marines if they wish, however, the vastmajority of games will revolve around more modestencountersbetweenoneortwosquads.

ChaptereighteengivesplayerssomebackgroundmaterialforMarsiftheywishtoaddabitofhistorical/geographicalcontext to their games and later chapters providecomprehensive rules for running solo and campaigngames.

Finally, one of my favourite aspects of this game is theamount of kit available to players (for those that canaffordit!).Thereisextensiveweaponry,armourandotherequipmentforplayerstochoosefrom,plusalargeamountofvehiclesandvehicleweaponry,althoughnoneofthisisasubstituteforskillfultacticsandgameplay,troopqualityandofcourse-luck.

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Page 5: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

OneofthekeyfeaturesofOVERKILListheInitiative.ItisvitalthatplayersunderstandthisaspectoftherulesastheInitiativeaffectsmostpartsofthegame.ForthatreasonIhaveintroducedthissectionearlyintotherulebook.

INITIATIVE: THE BASICSTheactionduringthegameisdeterminedbytheinitiativescore, this is a number between one and ten and thisnumber determines which figures the player can activate. Figureswhoseinitiativenumberisthesameastheinitiativeforthatphasecantakeactions.

DETERMINING THE INITIATIVEThe way that the initiative is determined depends onwhatstagethegameisat(seeGameSequencesection),but inessence,atthestartofthegametheinitiative issharedequallybetweenbothsides,however,asthebattledevelops, control is reduced and the initiative becomesmorerandom.

INITIATIVE NUMBERSAll figures used must have an Initiative Number (IN). The InitiativeNumbersoneachsidewillrangefromonetoeightwithanequalspreadofnumbersasispossible.Therefore,a force of eight figures will have initiative numbers of 1, 2, 3, 4, 5, 6, 7 and 8. A force of sixteen figures will have two ofeachInitiativeNumber.Forcesthatarenotmultiplesofeightshouldtryandspreadtheinitiativenumbersasevenlyaspossiblewithanemphasisonmorelowernumbers.Thehigher a figures IN the more chance that figure has of being activated.Itisrecommendedthatplayersclearlymarkthefigure base with the figures IN, that way players can tell at a glance which figures they can activate.

ACTIVATING FIGURESThesidethathastheinitiativeorwinsitcanactivatetheirfigures i.e. give them something to do; such as move or shoot.Whentheinitiativenumberforthatphaseischosenordicedfor(seeGameSequencesection)theplayernowhasanumberofoptions.Forexample ifthe initiative isfive, the player can activate all friendly figures with an IN of five. When the player has activated all figures with the appropriateIN-theirphasecomestoanendandthenextphasecommences.

Leader figures and vehicles can be activated on their own IN as usual but can also be activated on any Initiative

Number less than their own, thereforea leaderwithanINofsevencanbeactivatedonascoreofsevenorless.Aleaderwithinitiativeeightcanbeactivated(takeactions)onanyscoreofeightorless.

Thesidethatdoesnothavetheinitiativecannotnormallytakeactions,howevertherearecertainsituationswherethis is allowed – such as reactive or defensive fire, firing fully automatic weapons or when making compulsorymovesbecauseofmoralefailures(seelatersectionsoftherulesfordetails).

ACTIONSWhen figures are ‘activated’ they are able to carry out certainactions.Actionsincludemoving,charging,shooting,engaging in hand-to-hand combat and any other battlefield activity. A figure can be activated to spend one action point perpointoftheirInitiativeNumberperphase;thereforea figure with an IN of four can use up to four actions per phase.Actionareallexplainedintheappropriatesectionsoftherules

VehiclesorleadersactivatedwhentheinitiativescoreislessthantheirownINcanonlyuseasmanyactionsastheinitiativescoreforthatphase.Forexample,avehiclewithaninitiativeofsixthatisactivatedonaninitiativerollofonecanonlytakeoneactionthatphase.

PHASES & TURNSThere are two units of time used in these rules. The first unitthatwillbeencounteredisthePhase.Duringaphaseone side will take a certain number of actions such asmovingorshooting.Thephasewillcometoanendwhenallfriendlyforcesthattheplayercanactivatehavebeenactivated.ATurnismadeupofanumberofphases;thenumberofphasesisrandom.Theturnendswhenneithersidehaswon the initiative i.e. both sides roll the samefor the initiative or both sides roll a number that doesnot correspond to the initiative of any of their figures or movementcounters.Whenaturnendsanyrecoverytestscan be made (see Firing and Close Combat sections ofthe rules). It is important thatplayersunderstand thesedifferent definitions.

Although troops can act on their own initiative, theiractivation is usually as a result of being commandedbyothers.ThereforeCommandisanothervitalaspectoftherules.

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Page 6: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

COMMANDING OTHER FIGURESFigures with a higher Initiative Number can commandfigures on their side with a lower Initiative Number as long as the commanding figure ‘has the initiative’. The figure to becommandedmustbewithincommandrange–whichisone inch per Initiative Number of the commanding figure, therefore an initiative four figure could command another friendly figure of less initiative up to four inches away. When a figure is commanded, the commanding figure ‘gives’ the commanded figure a number of actions to use, the number of actions ‘given’ cannot exceed the commanded figures own Initiative Number. For example, an IN five figure is commanding an IN two figure to fire, the IN two figure must be within five inches. The IN five figure can only award two actions to the IN two figure because that figure can use no morethantwoactionsperphase.

Figures can command more than onefigure per phase as long as the number of actions awarded do not exceed thenumber that the commanding figure is allowed to use. Obviously, figures can only command others if they have notused up their actions on themselves.leader figures that are activated on an InitiativeNumber that is less than theirowncanonlyuseasmanyactionsastheinitiativeforthatphaseforcommandoranyotheractionrequired.

Figures cannot command others if thecommanding figure is suppressed, man-downorisengagedinclosecombat.

COMMANDING GROUPSFigures with a higher initiative cancommand more than one figure per phase. When a figure wishes to command a number of figures to move in the same direction, this is called a Group Move.Inagroupmoveanynumberoffriendlyfigures can be commanded to move as longastheyareallwithincommandrange(one inch per Initiative Number of thecommanding figure). The figures all move thesamedistanceanddirectionusingonemovementdice(seeMovementSection).A group move takes only one action tocommand (however many figures are in thegroup)andsomorethanonegroup

move can be commanded per phase, if the leader hasenough actions and the figures maximum move is not exceeded.

Groupscanalsobecommandedtotakeacontacttest(seeCloseCombatsection).Likethegroupmove,thiscanbeapplied to any friendly figure in command range and must resultinachargeinthesamedirection.Onlyonecontacttestismadeforthewholegroupandthisisbasedonthecommanding figures Initiative Number. Figures testing to standwhenchargedbyagrouphavetotest individuallyi.e. using their own Initiative Numbers. This commandtakesonlyoneaction.

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Page 7: Sample file - Wargame Vault...OVERKILL is a fast-paced and exciting sci-fi skirmish game set in Earths dismal and decaying future. The game originally evolved from Sabotage: Into the

Beforethebattlestarts,playersmustconsiderwheretheywish to deploy their troops. In most games, the initialdeployment is represented by the placing of counterson the table rather than the actual figures themselves. Thismeans that neither sidewill have an exact idea ofwhat they are up against.As the battle progresses andcontact is made with the opponent, these counters aregradually removed and replaced by the player’s figures and vehicles.

MOVEMENT COUNTERSThecountersthatplayersplacetorepresenttheirtroopsareMovementCounters.Movementcountersarenumberedone to ten and areplaced faceupon the table so thatthe number is clearly visible. They can only be movedwhentheirInitiativeNumberisthesameastheInitiativeNumber for that phase orwhenmovement counters aresubjecttoorders(seeOrdersection).MovementCounterscan be moved, this is determined by rolling 1d10, thescore represents the number of inches that the countercanmove.MovementCounterscannotbecommandedtomove by other figures or Movement Counters and are not subject to any terrain modifiers.

Thenumberofmovementcountersthateachsidestartswith is one per hundred points cost of army, with aminimumoftenMovementCountersforsideandnomorethantwenty.

DEPLOYING MOVEMENT COUNTERSThegamewillbeginwhenplayerstakeitinturnstodeploytheirMovementCounters.Todeterminewhoplacestheircounters first - both sides must select one counter from theircollectioninsecret.Bothsidesthensimultaneouslyrevealtheirchoicetotheopponent.Thesidethatselectsthe lowest number Movement Counter will place theircounter first (both sides then discard this counter). If the lowernumber ishalfthatoftheopponentsselectednumber,thesidethatselectedthelowernumberwillplacetwocountersforeveryonethattheiropponentplaces(ifathird,threecountersetc).Thissequencecontinuesuntilallmovementcountersareplaced.

If both sides initially select the same number counter,these counters are discarded and another selection ismade.Note,discardedcounterscannotbeusedtodeploytroops.

Counterscanonlybeplacedintheplayersownhalfofthetable.Imaginealinethatsplitsthetableintotwoequal

halves, theplayercanonlyplaceMovementCounters intheirownhalf.WhereMovementCounterscanbeplaceddepends on the number on the counter, the lower thenumber,theclosertothecentreofthetablethecountercan be placed. Multiply the number on the counter bytwo – this is thenumberof inches that thecounter canbeplacedfromthecentrelinerunningacrossthemiddleof the table.Therefore,anumber threecountercanbeplaced as close as six inches to the centre line. Note,countersdonothavetobeplacedthisclosetothecentreline,theycanbeplacedanydistancefurtherback.

Movement Counters cannot be placed closer than teninches from opponents Movement Counters or from thesidetableedge.

The number of the movement counter will also affectwhat type of troops can be deployed. Infantry figures can be deployed from any number counter but vehicles andinfantry heavy weapons (heavy machine-guns, mortarsetc)mustbedeployedfromanoddnumbercounter.

Movement Counters placed in terrain features such asbuildings or ruins count as one number higher for thedistancetothecentrelinethattheycanbeplaced.

Whendeployingarmiesatnightorinotherconditionsofpoorvisibility,eachcounterisconsideredtobetwopointslower(minimumnumberone).

MOVEMENT COUNTERS TO FIGURESTo turn Movement Counters into figures the controlling player must select a Movement Counter that has thesamenumberastheinitiativenumberforthatphase.Forexample,theplayerwinstheinitiativewithascoreoffourandcanonlyattempttoconvertnumberfourMovementCounters into figures. The player can choose any number of countersaslongasthenumberonthecountercorrespondstotheinitiativeforthatphase.

Whentheplayerhasselectedthecounter(orcounters),they must then declare how many figures they wish to deploy. 1d10 is rolled and the score is the number of figures thatreplacethecounter.However,ifthenumberscoredexceeds the number of figures that the player declared – then no figures are deployed and the Movement Counter is removed fromplay. Forexample, theplayerwins theinitiative with a score of six and chooses to deploy amovementcountermarkedwithanumbersix.Theplayerwishes to deploy four figures, 1d10 is rolled and a score of two is the result, this means that two figures are deployed

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