Maxim To Minimi

Skirmish Rules from 1900 to Today

- By Jason R. Weiser his4jrw@cabell.vcu.edu

Scale: 1:1, 1" = 10m, 1 turn= 5 sec

Sequence of Play

1. Initative Phase
2. Move and Oppurtunity Fire Phase
3. Offensive Fire Phase(Moving Player)
4. Defensive Fire Phase(Non-Moving Player)
5. Vehicle 2nd Move Phase
6. Morale/End Phase

Initative Phase

To begin the turn, each side's overall commander rolls 1D20, high roll is the offensive side for the turn (they get to move). Modifers are listed below:
     +1 Elite
     +1 Pre Game Surprise
     -1 Green Unit
     -2 Untrained Unit

Oppertunity Fire & Movement

Move Chart
  W.Veh        2D6+6"
  T.Veh        2D6"
  Slow T. Veh  1D6"
  Helocopters  4D6"
  Horses       1D6+3"
  Men          6"
Vehicles may move twice in a turn (but incur negative modifiers for firing if doing so).

Oppertunity Fire may only be used v Moving Targets and may only be used by the non-moving player. If a unit conducts oppertunity fire, it may not fire again in the defensive fire phase (unless it has an ROF of 3 or more).

Firing

To fire, roll D100 if the number is equal to or below the modified chance to hit, then the target is hit. Next, consult the Damage chart for the weapon and roll 1D10, finally, depending upon the circumstances of the target, it may get to make a saving roll.

Non-Explosive Weapons

        Range    TH%     Stun   Light Wound  Serious Wound  Kill   ROF
Pistol   3"      .55      1-6       7-8            9         10    1
Rifles   30"     .60      1-4       5-7           8-9        10    1 (+20% for Sniper wpn)
Assault- 30"     .65      1-5       6-7            8        9-10   2
  Rifles
SMG      10"     .45      1-6       7-8            9         10    3
Shotgun  8x2"    .50      1-3       4-5           6-8       9-10   2
LMG      50"     .55      1-4       5-6           7-8       9-10   4
MMG      70"     .60      1-3        4            5-7       8-10   3
HMG      90"     .70      1-2        3            4-6       7-10   2
Explosive Weapons
              Range   TH%   A        B   C    Penetration
GL,LAW/RPG      50"   .55   1"       2"  3"   40 (AGL gets ROF:3)
MANPADS        200"   .70   -        -   -    ATA:7
Mortar:
 0-60mm      10-100"  .55   1"       2"  3"   2
 61mm+       10-200"  .65   2"       3"  4"   5
Grenades         3"   .40   1"       2"  3"   5
Flamethrow       8"   .50   3" wide  -   -    100
                           Cone
Molotov          3"   .30   2"       -   -    100
L.LCG
(0-74mm)       300"   .60   2"       3"  4"   50 (AC's get ROF:2)
M.LCG          600"   .65   4"       5"  6"   100
(75-87mm)
H.LCG          900"   .70   6"       7"  8"   150
(88mm+)
Claymore        -      -    3" of    4"  8"   10
                            8" cone
ATGM/RCL      1000"   .70   1"        -  -    180
To Hit Mods:

-20% Moving(Target or Firer, except for Adv GFCS)
-30% Moving Twice in a Turn(-10% for Adv GFCS)
-40% Target in Cover
-10% if Firer has been shot at this turn
+10% for ATGM
-20% for Untrained/Mob Units
-10% for Green Units
+10% for Elite Units

Explosive Damage Chart (Roll 1D10), (-1 for Kevlar):

       A                B               C
  1     Stun      1-2    Stun     1-3    Stun
 2-4  L. Wound    3-5  L. Wound   4-6  L. Wound
 5-6  S. Wound    6-7  S. Wound   7-8  S. Wound
 7-10   Kill      8-10   Kill     9-10   Kill
Vehicle Critical Hit Chart (1D6)(Roll after each penetrating hit):
 1. Locomotion(1/2 Speed)
 2. Crewman Hit(1-2 Stun, 3-4 L.Wound, 5 S.Wound, 6 Kill)
 3. Engine Hit(No Move, Roll D100, 0-30 Engine Fire, Crew Bails Out)
 4. Fuel Hit and Catches Fire(Crew Bails Out)
 5. Ammo Hit, KABOOM!!!, If no ammo, then cargo or Locomotion
 6. Weapon Hit (Main Weapon Out)
Light Wound -10% to hit, -1" Move
S. Wound -30% to hit, 1/2 Move
Stun No Actions for 1 Turn

Saving Roll (1D6):
Hard Cover 5-6
Kevlar 6

Deviation Diagram (1D8)

                               1
                    8                  2
              7                              3
                    6                  4
                               5
Distance 1D6" for Grenades, 1D8" for RPG's LAW's and GL's, 1D12" for Mtrs and L CG's

Morale

Elite 80%
Veteran 70%
Regular 60%
Green 50%
Untrained/Mob 40%

+20% for Fanatics

Roll D100 for each morale check, under modified chance, the unit passes it's check or it rallies to a higher morale state. If not, it remains at that morale state(if attempting to rally) or it drops one state(if attempting to pass a check).

-10% for each 5 Casualties
-20% for 50% casualties
-30% for Enemy AFV's within 10"
+10% for each Visible Enemy Dead
+20% for each visible KO'd enemy AFV
-10% for each Officer/NCO hit
-20% for each visible Friendly AFV killed

1st Fail  Unit Falls Back 1D6", May Fire, No Advance to Enemy
2nd Fail  Unit Falls Back 2D6", -15% to hit, No Advance
3rd Fail  Unit Falls Back 3D6", No Fire, Unit leaves Behind Heavy Weapons and
          Wounded on a roll of (5+) on a D12, Hide if no escape
4th Fail  Unit Falls Back 4D6", No Fire, Unit leaves behind all wounded and 
          Heavy Weapons, Surrenders if No escape(Fanatics Suicide)

Melee

Each Figure involved in a melee must take a morale check, if it passes, it may melee, if not, it falls back 1D6 inches(but is still considered at the morale state that it was before melee). Melee is resolved by competing 1D10 rolls, modified as below, High roll wins with the winner deciding the fate of the loser.

+1 for "nasty" items
+1 for SMG, Shotgun and Pistol Armed Figures
+1 for Elites
+2 for Fanatics
-1 if attacked from behind
-1 for each morale state below normal that the figure is at(4th Level Automatically surrenders, may not melee)

For Armor ratings, I used the Twilight:2000 system, but feel free to come up with something on your own!


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