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Future Warriors

Oct 30, 2014



Rules for the OOP Grenadier Future Warriors line of miniatures.

Future Warriors: Kill ZoneWriter: Nick Lund Producer: Hugh Pitt Editos: Doug Cowie and Mark Copplestone Play Testing UK: Doug Cowie, Mark Copplestone, Mal Green, Barrie Jones. Derek Mugridge, Norman Hunter, Steve Herbert Play Testing US Andrew Chernak, Aaron A.Chernak, Schuyler D. Erle, Abraham F. Evangelista Special thanks to Derek Mugridge and Ryan Evans for their enthusiasm

Kill Zone is a Trademark of Nick Lund.

CONTENTS 1 1.1 2 2.1 3 4 4.1 4.2 4.21 4.22 4.23 4.24 4.3 5 5.1 5.2 5.3 5.4 6 6.1 6.2 6.3 6.4. 7 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Introduction How Kill Zone is played Organisation Types of Future Warrior Group Orders The Game Turn Event 1. Initiative Event 2. Group Action Action: Remove Suppression Action: Movement Action: Shooting Action: Hand-To-Hand Combat Event 3. Changing Group Orders Future Warriors Stats, Lists, Special Rules Group 1: Individuals Group 2: Squads Group 3: Gangs Equipment Points Cost Additional Rules Day and Night Area Effect Weapons Buildings Examples of Hand Weapons Setting Up an Engagement Points Value Playing Area Terrain Scenario types Special Rules Captives Personnel Roster Sheets

l Introduction 'Future Warriors: Kill Zone' Is the first game in the series. It provides full rules to enable two or more players to conduct futuristic shoot outs using Future Warriors organised into squads, gangs and individuals. In addition to these rules, all that is needed to begin play are a number of miniatures, some six sided dice, a tape measure, a flat surface (such as a table). and whatever you want to use as scenery. 1.1 How Kill Zone is played First an engagement is set up using the guidelines in section 7, or taken from a specially written scenario or campaign. The figures are organised into their relevant groups and the game is played out in turns, each turn consists of three events Event 1: Initiative Event 2: Action Event 3: Orders 2. Organisation

Types of Future Warrior Kill Zone features the following Future Warrior types, placed into the three groups as follows: Group 1: Individuals There are two types of Individual in Future Warriors. Heroes/Heroines and Cyborg S type. For more details on individuals, see section 5.1. Group 2: Squads A squad is made up of trained fighters, usually well equipped and organised. As a rule it will generally contain five troopers consisting of a leader, second in command (usually referred to as a sub-leader), and three troopers. Types that operate in squads are:

Troopers, Law Enforcers and Rebels.

A squad must always start the game with a squad leader. A squad must always start the game with a sub-leader.

For full details on putting together a squad see section 5.2. Group 3: Gangs Gangs consist of a loose knit group of fighters under the control of a gang leader. Although they usually contain more figures than squads, they tend to be less well equipped.Types that operate in gangs are: Savages and Scavengers.

A gang must always start the game with a gang leader.

For full details on putting together a gang see section 5.3. 3. Group Orders All groups require orders to operate during an engagement. These are issued at the start of the game and can be changed during the game. Orders configure the group to act in a defined way during the course of the engagement. There are 6 general orders applicable to all the three groups, and others that apply solely to certain types (See section 5.3). Full details of the six orders are: 3.1 Shoot Configures the Group to use its maximum firepower and at the same time remain fairly mobile.

Can move up to 8". Can shoot at more than one target. Can use rapid fire.

NB. Figures can move first and then shoot, or shoot first and then move. 3.2 Stay Sharp Use this order when you need the initiative during a coming turn.

Can move up to 6". Can take 1 shot. Double dice score for initiative.

NB. Figures can move first and then shoot, or shoot first and then move.

3.3 Keep Down Using this order will make your Group more difficult to target by the enemy.

Can move up to 4". Can take 1 shot. Harder to target (see section 4.23). Harder to kill (see section 4.23).

NB. Figures can move first and then shoot, or shoot first and then move. 3.4 Assault If you anticipate hand to hand fighting use this order.

Can move up to 8". Can take 1 shot. Can double their score in hand to hand combat.

NB. Figures can move first and then shoot, or shoot first and then move. 3.5 Snipe If you need to hit a target at all costs, use this order.

Can move up to 8" or take an 'aimed shot'.

3.6 Run Use this order to move your group quickly.

Can move up to 14"

NB. Figures with run orders can only move, they can do nothing else. 4. The Game Turn On the first turn (only) of a game, the first event is to issue all groups with orders. For the rest of this turn and for all succeeding turns, the sequence of events is as follows: 1. Roll dice to determine initiative by group. 2. Group action (depending on initiative). 3. Changing group orders.

4.1 Event 1: Initiative Initiative determines the sequence of players' moves during Event 2 : Group Action. Gaining the initiative is crucial if a player wants to keep his group one jump ahead of the enemy. Method

Lay out the numbered counters, one for each group in play. Players roll 1 dice for each group they are commanding. The dice score is modified as follows:

The Group has 'Stay Sharp' orders Group has a leader still living, and not suppressed.

Double score +3

If any groups have the same score, a group in 'headset contact' will beat a group not in 'headset contact'. The player with the group with the highest score now chooses a numbered counter and places it next to the group leader figure of one of his groups. The player with the number one counter will activate their group first during Group Action. The player with the next highest score now chooses one of the remaining counters and places it similarly. Continue until all the counters have gone.

Example of Initiative It is dawn, amidst ruins of an abandoned city. Red squad consisting of 5 troopers is picking its way carefully through the rubble; they are on 'Stay Sharp' orders and in headset contact. Moving towards them some distance away is a gang of 20 scavengers on 'Keep Down' orders. Both player roll 1 initiative dice for each of their groups. The Trooper player rolls a 4 doubled for Stay Sharp orders = 8+3 for the group leader, giving a total of 11. The scavenger player rolls a 5+3 for the group leader, giving a total of 8. The trooper player wins the initiative and decides to let the scavenger player activate their group first.

4.2 Event 2: Group Action In 'Kill Zone,' 4 actions are available: 1. Remove suppression (to find out what suppression is, see below) 2. Move 3. Shoot 4. Hand to hand combat General rules for group action

A figure performs actions according to its group orders. Go through each group as per the results of initiative, and perform actions on a figure by figure basis. Return the initiative counter. If a figure is suppressed it can now test to remove the suppression. See below. If a figure is not suppressed it is free to carry out actions according to its group orders. The sequence in which a figure performs any actions is up to the player, but actions cannot be taken in part. i.e. A figure cannot part move, then shoot, then carry on moving. Any action that a figure attempts is immediately calculated and performed. i.e., If a figure takes a shot the results are immediately implemented.

Suppression and removing suppression A figure becomes suppressed when an enemy shooting, or hand to hand combat, attack comes close to killing it. Exactly when and how this occurs is fully covered in the relevant Actions, Shooting and Combat. Consider a suppressed figure as one which is definitely shaken up and currently attempting to present the smallest possible target to the enemy.

Suppression - general rules

A suppressed figure is always shown on the tabletop by having a suppression counter placed next to it. Suppressed figures ignore their current orders and can only move up to a maximum of 3". They cannot perform any other actions. Once per turn the player can attempt to remove the figure's suppression.

4.21 Action: Remove Suppression Roll 1 dice and modify the score as per the chart, if applicable; Score 6 or more = OK, remove suppression. Score 5 or less = Not OK, still suppressed.

Group leader or Cyborg testing


Base-to-base contact with group leader +3 or Hero Base-to-base contact with group subleader +2

If a figure removes its suppression, it can perform 1 more action this turn, (appropriate to its group orders), provided it has not already done so. If a figure removes its suppression, remove the suppression counter.

Base-to-base contact with any member +1 of same group other than above No one else in group suppressed Half or more of group still alive +1 +1

Contacting a suppressed figure. Contact occurs when a figure's base is touching that of another figure. If a suppressed figure is contacted by an enemy figure, the enemy player has the following options: 1 Automatically kill the suppressed figure. 2 Capture the suppressed figure. See section 7.5. Example of removing suppression A deadly fire fight has developed amidst the ruins and a desperate trooper attempts to remove his suppression. He is alone, but all his squad are alive and no other troopers are suppressed. The trooper player rolls a dice, it comes up 2.; + 1 half or more of the squad still alive, +1 no one else in the squad suppressed, for a total of 4. The trooper falls to remove his suppression and can only move up to 3".

4.22 Action: Movement All figur