MODERN MINIATURE COMBAT


MODERN MINIATURE COMBAT

By Joshua Bradshaw







This set of wargame rules is 100% free to use. Modification and redistribution is allowed with no permission required. Don’t let anyone try to sell this to you.

Basics
At the beginning of the game all players roll dice, one each. Whoever gets the highest roll gets the initiative. The player with the initiative goes first, and activates one miniature, he moves and shoots, then places a counter on the miniature’s base. The next player clockwise then does the same. After a miniature is activated, it may not be used again until all miniatures are activated and a new turn starts. After all miniatures are activated, players roll for initiative and repeat the cycle until the time limit expires, the objective is achieved, only one side is left of the players do not wish to play anymore.

Moving and Shooting
When a miniature is activated, it may move or shoot, using its stats. It may move first or shoot first. It may move some, then shoot some of its shots, then move some more, then shoot the rest of its shots if the player wishes. It is completely flexible. Movement is in inches. You measure out the space, then move the miniature. If a fireteam or squad are all touching together than they may move together at the Corporal of Sergeants distance, but only one may fire. A miniature has seven values concerning shooting. Range is how far away you can shoot, you may not attempt to hit targets beyond your range. Accuracy is how many dice you roll to try to hit the target. Evasion is how many dice you roll to try to not get hit. If the total number rolled is higher for evasion, the shot misses and casualties are not taken. If the accuracy total is higher, the shot hits and you calculate damage. Blast radius is how large the blast is, if you hit a target, and you have a weapon with blast radius, then you calculate damage for all objects in the radius. Damage is how many dice you roll to calculate whether or not you kill the target you have hit. Armor, is how many dice you roll to calculate if you armor stops the bullet. If the damage total is larger, the target is killed and taken off the board. If the armor total is higher the target it not killed. Rate of fire is how many shots a miniature can fire a turn, if it still has shots left, it can fire again.

Weapons
Name of Weapon
Range
Accuracy
Power
Rate of Fire
Blast Radius
Movement
M4A1
13
5
2
4
0
13
M249 Para
15
7
3
5
0
6
M203
10
2
8
1
5
11
M14 EBR
16
8
7
2
0
9
Javelin
17
9
9
1
10
5
AK47
11
3
4
4
0
12
RPD
12
4
5
5
0
8
RPK
14
6
6
5
0
10
RPG7
10
2
8
1
7
7







Armor
Type of Armor
Armor Score
Clothes
1
African and Middle Eastern Quality Armor
2, +1 Evasion
Ghillie Suit
2, +2 Evasion
Eastern European, East Asian and Latin American Quality Armor
3, +1 Evasion
Western Quality Armor
4, +1 Evasion
Special Forces Armor
Use the above values, but +1

Training
Type of Soldier
Modifiers
Partisan
+0
Militia
+1 Movement
Non Western
+1 Movement, +1 Accuracy, +1 Evasion
Western
+2 Movement, +2 Accuracy, +2 Evasion
Elite
Use the above values, but with +1 Movement, +1 Accuracy and +1 Evasion

Weapon Attachments
Attachment
Modifier
Red Dot Sight
+1 Accuracy
Small Magnification Scope
+2 Accuracy
Sniper Scope
+3 Accuracy
Foregrip
+1 Accuracy, +1 Range
Silencer
-1 Range, -1 Power, +1 Evasion

Stick around… there will be updates, with more weapons, scenarios, pre made statsheets and advanced rules.