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One Page Deadzone V0.5: by Onepageanon

This one-page document provides the core rules for a skirmish wargame called One Page Deadzone. The summary includes: 1) Units activate one at a time and can perform actions like walking, running, assaulting, shooting, or overwatching. 2) Combat is resolved through opposed quality tests, with successes inflicting wounds. Cover, terrain, range, and special rules provide modifiers. 3) The game ends after 4 rounds, with victory going to the player who destroyed or pinned the most enemy points. Morale tests are required when units are destroyed.
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0% found this document useful (0 votes)
58 views

One Page Deadzone V0.5: by Onepageanon

This one-page document provides the core rules for a skirmish wargame called One Page Deadzone. The summary includes: 1) Units activate one at a time and can perform actions like walking, running, assaulting, shooting, or overwatching. 2) Combat is resolved through opposed quality tests, with successes inflicting wounds. Cover, terrain, range, and special rules provide modifiers. 3) The game ends after 4 rounds, with victory going to the player who destroyed or pinned the most enemy points. Morale tests are required when units are destroyed.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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One Page Deadzone v0.

5
by OnePageAnon (http://onepagerules.wordpress.com/)
General Principles Melee Special Rules
The Most Important Rule: Whenever a rule is When using an Assault action you must move the Discipline: When taking morale tests roll one extra
unclear or does not seem quite right, use common model into a cube occupied by an enemy unit, die and pick the highest result.
sense and personal preference. ignoring the size limits of that cube, and may then Engineer: This model may take a Plant Mine action
Quality Tests: Whenever you must take a Quality target one enemy unit for a melee attack. The instead of a regular action. Place a mine marker in
test roll three eight-sided dice trying to score the assaulting unit then attacks, which is resolved like the model’s cube, and the first enemy unit to enter
unit’s Quality value or higher, and every die that shooting. If several enemy units are in the same it counts it as Dangerous terrain (remove marker
does counts as a success. cube in which the melee is fought, then the after resolving the attack).
Line of Sight: If you can draw a straight line from defender gets +1 die to his defense roll. If there are Fast: This model moves +1 cube when using Walk
the attacker to the target without passing through still enemy units in the cube after the melee was and +2 cubes when using Run/Assault actions.
any solid obstacle, then he has line of sight. fought, then the assaulting unit must move into an Medic: This model may take a Heal action instead
Cubes: Each cube is 3” tall, 3” wide and 3” deep, adjacent cube without enemies. of a regular action. Remove one wound from this
and can contain any combination of units which Morale model or from a friendly model in the same cube.
total a maximum of size 4. Whenever a unit is killed all friendly models in the Jump Pack: This model may move up/down
Before we begin... same cube must take a morale test. Each unit takes without needing a solid surface, and they may drop
Army Composition: Each player may take up to a Quality test on one die, and if it is unsuccessful down levels without taking any attack. Additionally
150pts or 300pts worth of units and upgrades in his then it counts as pinned (place models on their side this model ignores Difficult and Dangerous terrain.
army (you decide). Each army may only have one to indicate their status). Pinned units may not be Rampage: Whenever this model kills an enemy
Hero unit and up to two Specialist units. activated on the round in which they were pinned, unit in melee it may immediately attack another
Preparation: The game is played on a flat 8x8 grid and they must spend their next activation doing enemy in the same cube.
of cubes, with at least 5 pieces of terrain on it. The nothing to recover (stand the models back up). If a Slow: This model may never move more than 1
players roll-off, and the winner chooses on what pinned model is attakced then the attacker gets +1 cube at a time.
side to deploy and places his army first in the first die to its melee attack. Note that pinned units do Tactician: This model may take a Command action
row on his side, then the opponent does the same. not give the +1 defense bonus in melee for friendly instead of a regular action. Roll three dice trying to
Mission: After 4 rounds the game ends, and both units in the same cube. score 6+, and for each success one friendly model
players sum the point value of all enemy units they Terrain within 4 cubes may either move by 1 cube, assault
completely destroyed or that are pinned. The player Cover (boxes, barrels, barricades, etc.): Units that by moving 1 cube, shoot, or recover from being
with the most points wins. are behind a piece of cover terrain get +1 die to pinned. Models that have already been activated
Playing the Game their defense rolls when targeted by shooting may be targeted by commands, and this does not
The game is played in rounds, in which players attacks. Note that cover is ignored when units are count as their activation.
alternate in activating a single unit each until all targeted by suppressing fire attacks. Tough(X): This model has to take X wounds to be
units have been activated. The player that won Difficult Terrain (mud, water, ooze, etc.): Units may killed instead of just 1.
deployment goes first on the first round, and in not use Run actions to move through difficult
each new round the player that finished activating terrain, and units attacked in melee by an enemy
first in the previous round goes first. that moved through difficult terrain get +1 die to
Activation their defense roll.
The player declares which unit he wishes to Dangerous Terrain (mines, razor wire, broken
activate, and it may do one of the following: glass, etc.): Whenever a unit moves into or across
Action Move Notes these cubes roll one die. On a 1 the unit receives a
Hold 0 May shoot. shooting attack without any modifiers.
Overwatch 0 May shoot in reaction. Elevation (cliffs, walkways, ledges, etc.): Units may
Walk 1 May shoot after moving. move up and down levels as part of a Walk, Run or
Run 2 May not shoot. Assault action, provided that there is a solid surface
Assault 2 Move into enemy cube. (such as a wall) between the cubes. Models may
drop down levels without the need of a solid
Moving surface between the cubes, however if they drop
Units may move into any adjacent cube that is on more than one level they receive a shooting attack
the same level when using Walk or Run actions, and without any modifiers. Units being shot at from
they may only move into cubes occupied by enemy lower levels count as in Cover, and units shooting at
units when using Assault actions. Units may not targets on lower levels get +1 die to their shooting.
move into cubes that are completely blocked off by Units Types
solid walls, and they may disregard cube size limits Heroes: As long as this unit is alive and not stunned
when moving through friendly cubes. it and all friendly units in the same cube may re-roll
Shooting failed morale tests.
Units that are in range and have line of sight of an Specialist: Units with upgrades and units with the
enemy unit may fire one weapon at it. Range is special rule Specialist all count as Specialists.
determined by counting the shortest route in cubes Weapons
between the attacker and his target. The attacker Weapons with a range value may be used to shoot,
and his target take a Quality test and compare others to fight in melee. Units without a melee
results. For each success that the attacker rolled weapon in their equipment always use fists/claws.
more than the defender, the target takes 1 wound Weapons with an AP value add that many dice to
and is removed as a casualty. their Attack roll in either shooting or melee.
Clear Line of Sight: If the target is completely visible Name Range AP
from the point of view of the attacker, then he gets Fists/Claws - -
+1 die for that shooting. Combat Knife - +1
Suppressing Fire: Units may also choose to use Energy Gauntlet - +2
shoot suppressing fire, which targets all models in Strider Fist - +3
one cube. The attacker takes a Quality test and all Pistol 2 -
targets take a Quality test. For each target, if the Shotgun 2 +1
attacker has more successes the target is pinned. Flamethrower 2 +3
When using suppressing fire the attacker may Thermal Rifle 4 +2
activate any friendly unit in its own cube, giving him Fusion Gun 4 +3
+1 die for that shooting. Assault Rifle 6 -
Overwatch: Units on overwatch do nothing for their Machinegun 6 +1
turn, but may react to enemies that either begin or Grenade Launcher 6 +2
end their activation within their line of sight. The Sniper Rifle 8 +1
overwatching unit may shoot at the enemy unit, but Missile Launcher 8 +3
the target receives +1 die to its defense roll.
Test Units
ENFORCERS
Name [Size] Quality Equipment Special Rules Upgrades Cost
Assault Enforcer [1] 4+ Pistol, Combat Knife Discipline, Jump Pack, Tough(2) A 40pts
Tactical Enforcer [1] 4+ Assault Rifle Discipline, Jump Pack, Tough(2) A, B 45pts
Peacekeeper [2] 4+ Assault Rifle, Energy Gauntlet Discipline, Hero, Tactician, Tough(3) - 65pts

A Upgrade with:
Medic Training (Medic) +5pts
Engineer Training (Engineer) +10pts
Sergeant Training (Tactician) +10pts

B Replace Assault Rifle:


Flamethrower Free
Thermal Rifle Free
Fusion Gun +5pts
Machinegun +5pts
Sniper Rifle +10pts
Missile Launcher +20pts
Upgrade with:
Defender Training (Tough(+1), Free
Replace Assault Rifle with Shotgun)

PLAGUE
Name [Size] Quality Equipment Special Rules Upgrades Cost
Plague Dog [1] 5+ Combat Knife Fast - 15pts
Plague 3rd Gen [1] 5+ Assault Rifle, Combat Knife Fast A 20pts
Plague 2nd Gen [2] 4+ Energy Gauntlet Rampage, Specialist, Tough(2) - 35pts
Plague 1st Gen [3] 3+ Strider Fist Hero, Slow, Tactician, Tough(3) - 50pts

A Replace Assault Rifle:


Machinegun +5pts
Grenade Launcher +10pts
Upgrade with:
General Training (Tactician) +10pts

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