Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Hot War

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

MANOEL GARCIA

FAS
RUL T
ES
buy our products !
BUY OUR 3D MINIATURES FOR HOTWAR
GAME SYSTEM! EXCLUSIVE MINIATURES
AND ACESSORIES FOR YOUR
GAMING TABLE!
VISIT WARGAMEVAULT AND SHOP AT:

https://bit.ly/2qlPrLq

HTTP://WWW.VOXELHOUSE.COM
INTRODUCTION

With the end of the 2nd. world war, the world en- enemies, on the one hand, the Americans, the English,
ters a new political configuration headed by two great and the French, and on the other hand the Russians
blocs: the United States and the Soviet Union. De- and the Chinese, who proclaim themselves commu-
spite the climate of hope in the division of defeated nists in 1947, joining the so-called Soviet Federation.
Germany, a series of suspicions begin to emerge
among the old allies. The Russians with control of In 1949 is invented by the Russians the engines of
so-called Eastern Europe awoke among Western al- macro combustion enabling the introduction of
lies suspected of a possible breakthrough in 1946. so-called combat mechs. These armaments recov-
er the ground lost by the Soviets, pushing the al-
The Americans along with the British began to repo- lies to the borders of Poland. In 1950 the first Rus-
sition the bulk of their troops on German frontiers and sian nuclear bomb explodes over New York, taking
began a program to ship supplies and ammunition to the world war to the American soil! In 1951 the
their units. In 1947 the Russians also began to move in Allies entered with their mechs of combat in Eu-
this chess, with the increase of their military person- rope, bringing the conflict to unimaginable levels.
nel in occupied Germany. In 1948 the first course oc-
curs when Stalin’s armies block Berlin, barring access In this scenario, a powerful organization arises, formed
to supplies and new troops. The American response by old Nazis who dream of having a great Germany
comes in two nuclear attacks, one on Moscow with a again: the Werwolf Korp. Hidden in the Bavarian
new American bomb called BlueToddler and another Alps in deep Nazi fortresses, they emerge as a fighting
attack on the Soviet heavy industries in the Urals with 3 force with fantastic weapons and black magic. These
small tactical bombs known as Nuke Candy. The Rus- represent one more weight in the pendulum of history
sians advance their conventional forces on the allies
and a new conflict begins. The allies are now mortal HOT WAR is a miniature combat system which the

3
main purpose is recreating battles from an alterna- 1.1 Army Organization
tive world in the post-war era. It is a tactical platoon
system, basically man-to-man where strategy pre- In our game, there are three great armies fighting
vails above everything else. This is the fas rules for a
in this alternative World War. These troops
game introduction and fast play. This rule cover only represent the fighting force which can be chosen
combat mechs and infantry(Russian and American) by the players in their future battles. We will
introduce each of them quickly below. But, in
Our future Core Book will provide new units, vehicles our Core Book, we will discuss them in details.
and a series of tips to build your own scenarios and
the background of our gaming system. These rules are Werwolf Korp – The army controlled by a clone of
here for you to start having fun with your friends!!! the evil and infamous dictator Adolf Hitler, who is
spreading terror throughout the known world. With
These quick-start rules are intended to intro- fantastic weapons and black Nazi magic, it’s the most
duce the player in a historically rich and very feared army. They are enemies of the free world!
exciting world in a condensed form, without
the details that will be released in the future!. Soviet Federation – The Red Army one of the
We hope you enjoy it and, later, buy our game! most powerful armies in Europe. Led by Joseph
Stalin, they are the main enemies and strong
1.0 What do you need to play? opponents of the Allies and Werwolf Korp.

a) Miniatures - Each miniature represents one mech Free United Nations – Army formed by the USA,
or 1 infantry mam. In most of our scenarios you need England, France, Free Germans, and other allied
2 or 3 minis for faction. countries. FUN is led by a military/politic joint with
the headquarters in a secret base called Area 23. This
We thinking a lot about 3d printing, and we believe is the world in 1951!
in this idea. Thus, if you like to help the game dev,
please buy and download our models! For this visit:

https://www.wargamevault.com/
b r o w s e / p u b / 1 1 5 6 2 / Vo x e l h o u s e

It is important that the miniatures on the table be the


focus of the game. In the end, miniature gaming should
be about miniatures (and fun!). The main scale of our
game is 28mm. Our mechs are designed for 28 mm
games, for 3d printing a new concept for our contem-
porary wargame tables. Infantry units you can use any
one available on the market in the 28mm WW2 range

b) A table - for a simple battle a table with 60x60cm. A


game mate is a cool idea to improve your gaming session.

c) Tape ruler and markers - A simple tape ruler in inches


and centimeters. All distances in this game are in inches,
but you easily convert to centimeters (1 inch = 2,5 cm).
Note: You may buy a tape measure in any tool store.
Some explosion/special markers are in inches too.
We give you paper markers and counters for playing

d) Dices - a bunch of 6 sides dices called d6 for action


rolls, and a scatter dice for direct hits.

4
game system
As it is in most wargames, our game has what we
call scenery. The scenery is the real or hypothetical
situation of a battle. Each player must enter the battle
with their forces and achieve a goal in a certain
number of turns. A turn is a way we found to give a
timeline to a game. Each turn is divided into game
phases (or phases) in which actions are resolved.

Each wargame has its own sequence of actions, but


some are common to many, like moving the pieces,
for instance. A complete turn consists of players’
phases, i.e., player A has his movement phase, then
player B has his movement phase, and so on, until the
end of the turn. In our game, there are the following
phases, composing a turn:
A unit cannot move more than its movement capacity,
Initiative
given in your profile. There are two basic kinds of
Movement
units: motorized and on foot.
Combat
Melee Combat
This distance is given in inches and, to move any unit,
Morale
we should always measure it with a tape. The unit can
move to any direction, including backward, but it has
2.1 Initiative
to follow its original movement limit. A measuring
tape is used to check the distance and to move the
Initiative phase reflects the fighting spirit of the
unit.
troops, i.e., their will to enter the battle or change
an unfavorable situation at a given moment. It also Obs: Special units have differentiated movements.
reflects the capacity of subordinates (soldiers) taking Check the unit profile
the lead on the fly after losing their superiors in combat.

During each turn, the initiative must be rolled; this 2.2.1 Types of Terrain
is done because the course of the battle can change.
The player who wins the initiative has the following a) Easy Ground – Is a type o terrain wich a unit
advantages: moves without any movement penalty or slow your
movement. Examples: Open terrain, streets, dirt road,
a) He can move first or let his opponent move first. stone road, plains, bridges.
b) He shoots first;
c) He attacks first in melee combat. b) Rough Ground – Like real terrain, can sometimes
be slow and difficul. Units moving across an area of
In each new turn, the initiative must be rolled, except rough terrain do só at half their movement factor,
it is defined in the scenery. rounded down.
2.2 Movement For exempla, a unit with movement of 5 inches move
only 2 inches (half rounded down) in a rough terrain.
The movement phase is when players can move or not Examples: woods, scrubs, bushes, ruins, shallow
their units. Each game piece has the ability to move water, marshes, mud, soft sand, stairs, steps, ladders,
up to a certain distance in inches. tropical forests, dense foliage, and debris.

5
Terrain Type Chart

Terrain Description Movement


Open terrain, streets, dirt road, stone
Easy normal
road, plains, bridges
woods, scrubs, bushes, ruins, shallow
water, marshes, mud, soft sand, stairs,
Roughs half / rounded down
steps, ladders, tropical forests, desnse
foliage and debris.
lakes, deep water, deep rivers, walls,
Obstacles impassable
rocks, building walls, etc

c) Obstacles – Are different areas of impossible


movement, and a unit can´t cross this kind of terrain.
Examples: lakes, deep water, deep rivers, walls, rocks,
building walls, etc.

2.2.2 Moving a unit

A unit can move straight forward any distance up to


its movement in inches. if a unit approaches closer
than 1” to an enemy unit, or have the melee combat
situation. when moving a unit you add the entire
length of the unit´s base to the distance moved. See
the sample at bellow.

2.2.3 Moving out of the Game Map

If a unit chooses to move out of the game map, for


any situation, that figure is now out of the game and
may not return. Units cannot be forced off the table
involuntarily, only special situations like the moral
break or scenarios situations.

Move allways in front of base

6
3.0 Combat d) LMG, MMG or HMG – Units attacked by LMG,
MMG or HMG can roll a dice, and if the result is 6,
The combat phase is when troops engage in the fight. they aren’t killed.
The player who won the initiative attack first. Combat can
be done in two ways : e) Grenades and Molotov Cocktails – Units attacked
by these weapons can roll a dice, and if the result
3.1 Ranged Attack with Firearms is 4 or more, the unit isn’t destroyed. Even if they
succeed, they must make a morale test and, if they
Firearms have two basic characteristics, range fail, they will stand still for 1 turn.
(maximum distance it can cause damage) and the hit
number (number to be achieved to hit). Usually, small f) Flame-throwers - Units attacked by these weapons
firearms are used against infantry, not against mechs, can roll a dice, and if the result is 5 or more, the base
since they will not damage them. Some firearms, like isn’t destroyed. Even if they succeed, they must make
machine guns, have a rate of fire, allowing an extra a morale test with a +1 penalty and, if they fail, they
shot at the end of combat phase. will stand still for 1 turn.

In combat phase, the player must choose his targets g) Cannons - don’t have saving rools! Infantry hit is
as long as they are within reach and visible, i.e., there an instant kill.
is a line of sight (no friend/foe unit, obstacle, etc
blocking the vision). Once the target is determined, 3.3 Grenades
the attacker must roll a d6 and check the weaponry
section to check the hit number. Grenades are small explosives thrown by infantry.
To throw a grenade, a player must declare his target,
For example, a player of a German army shoots a put the grenade marker on it (the marker shows the
Soviet infantry base with a rifle, in the Hit Stats the area of effect from the grenade [explosion area of 1.5
hit number is 5+, so he needs 5 or more in a d6 to hit. inches) and roll a dice. If the roll is 5 or more, it is a
The German soldier rolls 5 and hits the target. success and everyone in that area must make a saving
throw and this roll must be 5 or more. If the target is
However, there are more modifiers which can in an open area, the roll must be 6.
influence a shot. Let’s check them:
Troops inside houses, or behind walls, and armors
- Target is at the border of a forest – subtracts 1 from aren’t affected by grenades. If the attacking player
the result. misses, he must do the following:
- Target is little visible – subtracts 1 from the result
- Target is at 4 inches or less – adds 2 to the result Roll a scatter dice for a grenade direction After that,
- Target is on a higher position – subtracts 1 from he must put the marker in the new position, 1d6
result inches from the original position and check if there is
- Target is inside a smoke cloud – subtracts 2 from any target under it.
the result
- Target is more than 8 inches far – subtracts 1 from Troops that without success in their saving throws are
the result considered eliminated and must be taken out of the
- Target is in an open ground terrain - adds 1 to game. The maximum reach for a thrown grenade is
theresult 6 inches

3.2 Infantry Saving Rolls Note: Grenades don’t affect mechs!

The infantry unit who was hit can roll a dice and check 3.4 Molotov Cocktails
if the unit was saved or not. However, it depends on
the weapon used in the attack. Let’s show each of They work just as the grenades, but the explosion
them. area is 2 inches and they need 4 or more in a roll to
successfully hit an enemy troop.
a) Pistol, Rifles and Carbines – Units attacked by
rifles and carbines can roll a dice, and if the result is 3 After that, the player must check if the troops were
or more, the unit isn’t killed. eliminated or not by the cocktail explosion area,
rolling a dice and checking if the result is 4 or more.
c) SMG – Units attacked by SMG can roll a dice, and If so, the troops aren’t eliminated.
if the result is 4 or more, the base isn’t killed.

7
3.5 Flame-throwers The attack against the armor is made using the same
rules for stick bomb (see the Mechs Units section)
There are two types of flame-throwers, infantry or using special weapons. Elite troops can attack an
(carried by soldiers on their backs) and vehicles. The armor without the moraletest and use your special
infantry ones are carried by a soldier (normally from weapons.
combat engineering) and can be used against enemies
up to 4 inches or far. When a player decides to use 4) Demoralized troops attack with -1 penalty in melee
a flame-thrower against another infantry, he must put combat.
the flame-thrower template on the target and every
soldier inside that area must roll a dice and have a Important Note: During combat phase, every troop
result of 6 or more to save the troops. engaged in melee is hit by weapons which damage
area, no matter who is the attacker. For instance, if
Troops inside houses, high walls, constructions or a grenade is thrown, every troop engaged in melee
any kind of cover can be affected, rolling 5 or more is hit. The same is true for flame-throwers, heavy
in a d6 to save. Troops that didn’t save must be taken guns or Molotov cocktails.
out of the battlefield and the place hit by the fire keeps
burning (mark it with a bundle of steel wool). Each 3.4.1 Weapons Bonus
flame-thrower has 6 charges.
The weapons below give the following bonus to
After they are depleted, the flame-thrower can’t be used melee combat.
again. If the base carrying the flame-thrower is eliminated,
the player must roll a dice. A result of 4 or more means that
bayonet +3
the flame-thrower explodes and everyone within 2 inches
of the base must make a saving throw (5 or more to save). light machine gun (LMG) +2
The flame-thrower is considered a heavy weapon, i.e., if knife +2
the unit moves, it can’t shoot in that turn. This doesn’t pistol +1
happen with flame-throwers in vehicles. rifle/carbine +2

3.6 Wounds Note: Infantry units can´t engage in melee combat


with mechs.
All normal infantry units have one wound. If the
infantry didn´t pass in a saving throw is killed. 3.5 Moral

3.4 Melee Combat Moral represents a phase in which troops must test
their psychological capacity to resist to situations
Melee combat happens when a unit in movement phase considered nerve-racking; it’s the combat guts. In the
comes into contact with another unit or over it, i.e., when troop´s sheet, there is a number related to its morale.
the bases meet each other. The attack is made by applying
the base attack to a d6 roll, plus any weapon bonus. The
player with the higher result eliminates the opposing troop. To test the moral, the player must roll 2d6 and have
However, there are some special situations to be observed: a result equal or above the moral value. The moral is
usually tested in the following situations:
1) Two or more troops attacking another one – In that case,
there is a +1 bonus to each troop after the first, besides de a) Command squad is eliminated
regular numbers. For instance: the first troop attacks the b) Half of the squad is eliminated
enemy and loses, being eliminated. c) Squad attacked by flame-thrower – if it survives the
combat, it must make a morale test.
The second troop attacking the same enemy gains +1 bonus
in its roll, besides the other bonus. If the second troop lost Every time the moral is broken, i.e., the player rolls
as well and a third troop was attacking, it would receive
2d6 and has a result that is less than the morale value,
+2 bonus, and so on. The limit is six troops attacking one
troop. the troop is demoralized and can only attack the next
turn if it recovers its morale.
2) A troop attacking two or more – In this case, it must
choose which troop it will attack and the other can only be A player with moral broken must run away from
attacked the next turn. the enemy range during his movement phase and a
demoralized troop has the following restrictions:
3) Infantry versus mech – In order to attack a combat
armor, one or more infantries must make a morale test a) It can’t combat;
and have a success (see moral). b) It engages in melee with -1 penalty in its rolls.

8
Special Rule – Soviet Fanatism c) Medium Machine Gun (MMG) / Heavy Machine
Gun (HMG) - This name is used for machine guns
If the player is using the Russian army, if he tests which are normally set up on a tripod and have an
the morale of a unit and rolls double “1” (for a total external ammunition box). Examples: German MG
2), the same becomes fanatical and doesn’t have to 34/42, Russian DShK & DShKM 12.7, American A
make morale tests until the end of the game. .30 and A. 50.
Hit Number (MMG/HMG) – 3+
3.5.1 – Recovering Morale Reach (MMG) – 18 inches
Reach (HMG) – 30 inches
To recover moral, the troop must be at least within RoF (MMG) – 4
4 inches from command unit. If so, the troop can RoF (HMG) – 3
recover the fighting spirit in its morale phase. Troops
that don’t recover their morale in the first attempt Note: LMGs, MMGs and HMGs have an area of
can try again the next turn. If they can’t, they are effect in an arc to their rate of fire. Troops within 1
eliminated. inch far from each other in a 2 inch radius are hit.

Note: Each troop has a specific moral (see profiles). 4.2 Rifles and Carbines

3.6 End of Turn Rifles and carbines are standard guns to every army.
Examples: American M1-Garand rifles, German
When both players have done this sequence, the turn Karabiner 98 K and Russian Mosin Nagant.
is over and the next one begins. Hit – 5+
Reach – 22 inches
4.0 Weaponry RoF – 1

Hot war has an array of weaponry that is usually 4.3 Pistols


equipped in units. Hit Number is the number needed
to hit the target. Each weapon has a Rate of Fire (RoF). Regular pistols are guns used in melee combat and
This is the maximum amount of shots the weapon can also carried by officers. Examples: German Lugger,
fire during the firing phase. (This rule is optional) Russian P38 and American Colt 45.
For instance: A medium machine gun can fire up to 4 Hit Number – 5+
times during the firing phase, while a pistol can only Reach – 10 inches
fire once. In the beginning, we recommend this rule RoF – 1
to be optional.

4.1 Machine Guns

Machine guns in Hot War are important infantry


and support weapons to vehicles and tanks. We had
a simple rule allowing a series of attacks to enemy
units but, with the development of the game and the
suggestions from our many players, we decided to
show a new set of rules to be used in our games.

a) Submachine Gun (SMG) - The famous machine


gun from infantries, a SMG doesn’t need a support to
fire. For exampl, the German MP40, the English Sten,
the Russian PPD40 and the American M3.
Hit Number – 4+
Reach – 8 inches
RoF – 3

b) Light Machine Gun (LMG) - This name is used for


machine guns which are normally set up in a bipod
and with a magazine in them. Examples: German MG
34, Degtyarev DP DPM RP-46.
Hit Number – 3+
Reach – 12 inches
RoF – 3
9
mech units

5.0 Introduction game, it’s the mech unit. Basically, mechs work this
way: they must fire, check if there was a hit, then
Mech Units (also called Auto-Propelled Units) penetration, and finally the effect.
are combat mechs powered by gasoline. They are
equivalent to tanks and used as independent attack Every mech has its own protection which avoids or
units or to support infantries. In these basic rules, not the penetration. Our mechs have 3 types of armor
we are going to cover some aspects of mechs in the
game, so that you can have fun! Front Armor (FA) - Represents the armor of the
mech in its front area.
5.1 Movement Rear Armor (RA) - Represents the armor of the
mech in its rear area.
Mechs move like any other unit in the game. However, Side Armor (SA) - Represents the armor of the
they have some restrictions: mech in its lateral areas.
a) Mechs can’t enter the water, whether it’s a lake or To hit a target, the armor must check first the range of
river. If they do, they are considered destroyed. its cannons (see the cannon table) and roll a d6 for hit
b) Armors can’t enter small buildings, only large ones. dice. If the results is 3 or more, you get a hit, but we
c) Armors destroy barbed wire, turning an area with have some bonus or penalties situations.
it in open areas.
d) Armors can’t enter trenches but can pass over them - Target has moved more than 8 inches in its movement
using half of their movement. phase: -1 in a hit roll
- Mech moved to a new position: -1 in a hit roll.
5.2 Combat - Target is within 4 inches - +1 bonus in a hit roll.
- Target id in open ground - +1 in a hit roll
The core of mechanized war was the tank; in our

10
WEAPON PENETRATION CHART

MECH ARMOR CLASS


Penetration Factor 1 2 3 4 5 6
1 3+, 5+, 6\3+ NE NE NE
2 2+, 3+, 5+, 6\3+, NE NE
3 2+, 2+, 3+, 5+, 6\3+, NE
4 A 2+, 2+, 3+, 5+, 6\3+,
5 A A 2+, 2+, 3+, 5+,
6 A A A 2+, 2+, 3+,
NE – No effect
A – Automatic Penetration
6\3+ - Roll in a d6 a natural 6 and roll again in a d6. The roll of 3+ penetrates in the mech armour

After this action you the players check the hit 5.4 Wounds
penetration. To verify if the hit has penetrated the
armor of the opposing mech, the player rolls a 1d6 All mechs have two or more wounds. Each hit (except
and consults the weapon penetration chart comparing critical hits) takes out 1 wound, if the wounds reaches
the PF with the armor of the target (depending on the zero, the mech is destroyed. Destroyed mechs are not
target position the player hits the front, rear or side removed from the battlefield because they can block
armor). In case of successful penetration, the mech line of sight and be used as cover. Put a bundle of
lost 1 wound point. steel wool or chunk of cotton on the mech to show
it was destroyed. The same can be done with houses
5.3 Critcal Hits which became ruins, depending on the situation.

Note: Mechs don’t make morale tests


When a damage roll results a 6 (known as natural 6,
to the difference from 6 obtained with modifications)
checking the penetration, there is a critical hit. In this
case, in addition to the damage of the weapon, the
player who has suffered the critical hit, should roll 1d6 SIDE ARMOR
and refer to the critical hit table.

Note: In results like 6/3+, the critical hit happens


in a second dice roller with a natural 6.
FRONT ARMOR

REAR ARMOR

Mechs Guns Penetration Factor


Caliber Range PF
45/47 mm 40 inches 2
75mm L/43-48 50 inches 3
76mm/ 75mm L/70 50 inches 4
88LL 60 inches 5
110 mm 60 inches 6
100 mm 60 inches 6
SIDE ARMOR

11
5.3 Infantry against Armors
Critical Hit Table An infantry can attack armors in four basic ways:
1 – Armor Destroyed, Pilot Killed. The shot a) Stick Bombs – Special explosives that can be
penetrates the upper part of the mech, destroying stuck on the bodywork of a mech. The infantry must
the head and killing the pilot. succeed in a morale test, move to the mech it wants
to paste the bomb, and still have movement enough to
2 – Right Side Paralyzed – Pilot loses control of go back, at least 2 inches.
servo motors from the right side. If the weaponry is The attacking player can immobilize a mech if he
on the right, it can’t be used. Mech loses half of its rolls 3 or more in a d6. Once immobilized by a stick
movement and decreases its Melee bonus by half bomb, the mech cannot move anymore (but can make
(rounded down). ranged attacks). It the mech can’t be paralyzed in
both situations, the explosive detonates with no harm
3 – Left Side Paralyzed – Pilot loses control of to it. If the player’s troop can’t withdraw from the ex-
servo motors from the left side. If the weaponry is plosion area, a 2 inches radius, it must make a saving
on the right, it can’t be used. Mech loses half of its throw with a result of 5 or more. If fails the unit has
movement and decreases its Melee bonus by half destroyed
(rounded down).
b) Antitank Weapons – Antitank weapons are the
4 – Mech Paralyzed – All servo motors systems are bazookas, panzerfausts, antitank cannons, etc. Each
paralyzed, stopping any action from the mech. The weapon has a Penetration Factor, showing if it can or
pilot will die in 3 turns due to lack of air inside the not penetrate the protection of an armor or vehicle.
mech. The mech is destroyed Check the table below to see each kind of weapon. To
hit, a player needs 3 or more to hit. Weapons with “*”
5 – Shot Penetrates Mech – Pilot has to make a symbol have one charge
saving throw. In a result of 3 or more, the pilot
dies, else nothing happens c) Molotov Cocktails – Cocktails can damage mechs,
with a result of 5 or more in a d6. Every troop inside
6 – Damaged Controls – The shot penetrates the vehicles can be saved if they get 4 or more in a d6.
mech and damages the controls, provoking a dead If the target is an armor and the same is damaged, a
halt (it can’t be fixed in the battlefield). The pilot d6 must be rolled and the result checked the results
must make a saving throw rolling 3 or more to below:
make something work. If fails he dies in 3 turns
and the mech is destroyed. If he saves, the player 1-3 – No effect
must make a test every beginning of the turn to 4 – The fuel infiltrates in the gaps of the mech,
check if something starts working again. Roll a d6 penetrating the bodywork. Make a saving throw
6 results the Mech is operational for this turn, else for the pilot. If the result is 4 or more, the pilot is
is still halted. saved, else the pilot dies and the mech is out.
5 – The fuel infiltrates in the gaps of the mech.
Make a saving throw for ammunition. If the result
is 4 or less, the mech explodes, killing the pilot.
6 – The fuel infiltrates in the gaps of the mech.
INFANTRY ANTI TANK WEAPONS Make a saving throw for the armor fuel. Unless the
result is 6, the mech explodes, killing the pilot.
WEAPON RANGE PF Country
d) Flamethrowers – A flame-thrower can damage a
Semonov MK2 25 inches 3 Soviet mech if it gets 3 or more in a d6. The same rule for
Molotov cocktails apply.
Panzerfaust * 6 inches 4 FUN
Bazzoka * 10 inches 3 FUN NOTE: The table above applies to the flamethrower
damage on mechs.

12
BUILDINGS
Constructions are represented by buildings, houses,
etc. They have Protection and can give cover to an
infantry. Light constructions (wooden, glass, plas-
Construction Damage Table
ter, etc) are automatically destroyed if they are hit by 1 – Occupiers killed. Structure disrupted, every
weapons of a higher caliber and their occupiers must floor above, below and rooms beside it (if any)
make a saving throw (6/3+) to survive. Survivors are falls. Anyone inside these floors must make a
stunned for a turn (they can’t move or fire). saving throw (6+) and survivors can be put up to 2
inches from the structure area and are stunned for
Strong constructions (masonry, logs, stone, and 2 turns.
bunkers) have an equivalent in armor. Check the table
below: 2 – Occupiers killed. Anyone inside the floors
above must make a saving throw (5+) and survivors
Type of Construction Armor can be put up in an adjacent room, basement, or up
to 2 inches from the structure area and are stunned
Wooden 2 for 1 turn
Masonry 4
Bunker 5 3 – Occupiers killed. Construction destroyed.
Constructions are used to protect infantry and some 4 – Occupiers killed. Construction destroyed.
rules must be followed:
5 – Occupiers must make a saving throw (6).
- When an infantry enters a construction, it becomes Survivors are stunned until the end of the turn, but
automatically protected by it, having its armor they can leave to adjacent areas or the basement,
- Mechs and vehicles can’t enter houses or buildings up to 2 inches of the construction.
- The maximum of platoons in a construction is 4
troop bases. 6 – Occupiers must make a saving throw (5+) or
- If enemy units enter the same construction, they they will be eliminated.
automatically engage in melee.
- Units inside the same construction can shoot enemy
troops outside.

If a construction is penetrated by a cannon shot, it


collapses and the player must roll a d6 and check the
table below to every troop inside it.

Grenades don’t affect buildings. Molotov cocktails


and flame-throwers set alight wooden constructions
and anyone inside them must leave next turn in their
movement phase, even if they are engaged in melee,
or they will be eliminated. In this situation, the melee
is interrupted and troops can disengage without
penalties.

NOTE : Mechs can´t entering in small buildings


only in great buildings like hangars, factories, etc.
13
profiles
Free United Nations
Free United Nations - Infantry (10 POINTS)

mov wounds moral int WeApons

4 inches 1 8 7 carbine, grenades, pistol

Free United Nations - infantry sErgeAnt (20 POINTS)


Platton Composition
mov wounds moral int WeApons
1 sargent
4 inches 1 9 8 Smg, grenades, pistol 9 infantry

Mech Platton composition


free United Nations - assault platoon (15 POINTS)
3 regular mechs
mov wounds moral int WeApons

Smg, grenades, pistol,


5 inches 1 9 8
bazzoka, flametrhower

free United Nations - assault platoon sErgeAnt (20 POINTS)

mov wounds moral int WeApons

5 inches 1 10 9 Smg, grenades, pistol,

free United Nations - combat mech class gasoline cowboy (130 POINTS)

mov wounds fa ra sa WeApons

75 l 43-48
6 inches 3 4 2 4
2 HMG

14
russian federation
russian federation - Infantry (8 POINTS)

mov wounds moral int WeApons

4 inches 1 7 7 carbine, grenades, pistol

russian federation - infantry sErgeAnt (18 POINTS)


CCCP
mov wounds moral int WeApons Platton Composition
4 inches 1 6 8 Smg, grenades, pistol
1 sargent
10 infantry
russian federation - assault platoon (14 POINTS)
Mech Platton composition
mov wounds moral int WeApons
3 regular mechs
Smg, grenades, pistol,
5 inches 1 8 8
bazzoka, flametrhower

russian federation - assault platoon sErgeAnt (20 POINTS)

mov wounds moral int WeApons

5 inches 1 9 9 Smg, grenades, pistol,

russian federation - combat mech class iron comrade (120 POINTS)

mov wounds fa ra sa WeApons

75 l 43-48
8 inches 3 3 1 3
2 HMG

playtesting: manoel garica, antonio marcelo,

HOT WAR luis salgado, erick jones, mark berger,anne sloane


3d Gaming Models: Manoel Garcia

You CAN BUY our 3d models at: https://bit.ly/2qlPrLq


Fast Rules version 1.0
Game Design: Manoel Garcia Doubts, ideas and collaborations, drop an email to:
Rules and Scenarios : Manoel Garcia mgleitef@gmail.com
3d Art and Desktop: Luis Salgado, Marcos Paulo and Visit our twitter: https://twitter.com/voxelminis
Manoel Garcia copywright 2019 voxel house

15
A MINIATURE WARGAME SYSTEM FOR YOUR FUN! DESIGNED FOR 28 MM SCALE .
FAST, FUN AND EASY TO LEARN ! EXPLORE AN ALTERNATIVE WORLD WITH WAR,
NAZI MAGIC AND A LOT OF FANTASTIC INVENTIONS. FOR ALL WARGAMERS AND
LOVERS OF FANTASTIC WORLDS!

VOXELHOUSE

MINIATURE WARGAME
16

You might also like