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Microtactix - Budget Battlefield Skirmish Rules

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Budget BATTLEFIELD

APPENDIX 1 - SKIRMISH RULES


If nothing else, Budget Battlefield is very flexible.
As youve seen in the main rules, not only can large mass
battles be fought with ease, but even your role playing
characters can be brought into those battles and fight
alongside the masses. But, with a few simple changes,
Budget Battlefield can also be played as a skirmish game.
Heres how:
1) Individual figures. All figures are treated as hero
figures. They are not actually heroes - they do act
individually and can have more than one hit point, but they
are still subject to morale saves. Heroes and Commanders
will not have a morale score on their cards and are not
subject to morale saves.
2) Multiple damage. Unlike the regular Budget
Battlefield mass battle, if a figure takes a larger amount of
damage, it may lose more than one Hit Point from that
attack. For example, if a figure has 3 Hit Points and a Hit
Factor of 5, and takes 11 points of damage from a single
attack, he will lose two Hit Points. Fractional damage (i.e.
any amount less than the figures Hit Factor) is ignored.
3) Morale. Obviously, the standard Budget Battlefield
morale rules cannot apply here. To adjust for that, we take
a cue from the hero/commander rules. Whenever a figure
dies, check to see if there are any figures within five inches
and within line of sight of the dead soldier. All friendly
figures within five inches of that dead figure must make a
morale save that turn. If a figure succeeds, it may continue
to move and act as normal. If the figure fails the save, it
must immediately retreat to a safe position. Until a
successful morale roll is made, the figure may not move
(except to move to another safer position if his previous
position is threatened) or engage in any form of combat.
Once the morale save is made, the figure may return to
battle and fight as normal. If, while trying to rally (not on
the original save), the figure rolls a 10, the figure breaks
completely and will leave the battlefield by the shortest
and safest route.
Nearby multiple deaths can have an impact on the
average soldier. If three or more figures die within the 5
inch radius in the same turn, that figure will only make the
one morale save at the usual time, but will suffer a -1 to
the morale save when doing so.
4) Surrender. If surrender is an option in the scenario,
a character must make a morale save when it reaches one
Hit Point. If the figure fails the save, it will immediately
surrender and is moved to a safe position behind the
enemys lines. If a friendly Commander or Hero can get
within 5 inches ( or the figures Command Radius,

whichever is higher), the figure will be able to return to


battle. Obviously, figures created with only one Hit Point
are exempt from this rule.
5) Victory Conditions . In addition to any victory
conditions set prior to play (such as holding a certain
position on the battlefield for two or three turns), if all the
figures on one side are either dead or suffering morale
failure, that side loses the battle.
All other play is as normal. All figures move and
follow the regular turn sequence as normal.

Creating Skirmish Figures


All figures are created in the normal fashion except
that regular figures can have more than one Hit Point. Use
the following guidelines when determining how many Hit
Points a figure should get.
Give all Hero and Commanders four or five Hit Points.
Regular Troops should have one or two Hit Points.
Heavy Troops should have two or three. Large figures,
such as Minotaurs, Centaurs, and Saurians/Reptile Warriors
get three or four. Giants could have five or six.
Dont forget that if you increase a figures Hit Points,
you have to re-calculate the figure cost for that figure.

Budget BATTLEFIELD

APPENDIX 2 - MATERIAL STRENGTH & STRUCTURE


amount to either breach it or render it useless. In some
cases, this may be as simple as destroying the latch on a
door so it can be opened. Use some judgement here. If a
solid projectile hits a hard, brittle substance such as stone
or concrete, it will probably knock down a decent sized
portion of that wall. On the other hand, solid projectiles
will simply punch a projectile sized hole in a soft and
flexible substance such as wood.

Occasionally, a situation may arise where some figures


or a vehicle must attack a building or other structure. In
some cases the structure must be totally destroyed, in
others, only a man sized whole is needed to breach the
wall.
A caveat up front is needed. These rules are guidelines
only. They are intended as a starting point for you to create
the structures you need in your games. However, they are
not hard and fast. A lot of judgement in their use both in
the design of structures and during play is required. Discuss
the structures and weapons being used before the game
starts to avoid misunderstanding and arguments. Use
common sense to determine the outcome of a weapon hit
on a structure or material. If a weapon would not logically
breach a certain type material, ignore any combat results
to the contrary. For example, even if a battleaxe is capable
of causing more damage than stones Hit Factor of 14,
attacking a stone wall will not knock down the wall, but
only succeed in blunting your weapon.
That said, the harder the material is, the higher its Hit
Factor will be. Use these guidelines for the Hit Factor of
various materials. These material strengths can also be used
as a guide in armoring vehicles, but use a lot of judgement.
After all, the armor of a vehicle is not just a factor of the
material from which it is made, but also the way that armor
is made. Armor can be stronger (and thus have a higher
HF) than its material strength.
Material
Hard wood, Plastic, Glass
Glass fiber and resin
Light metals
Brick, Ceramic
Hardened resins
Stone
Concrete
Heavy Metals (iron, lead)
Steel
Reinforced Concrete
Structural Steel
Titanium Steel
High Resist (Carbon fiber, spun titanium)

Structural Element
Light Door
Heavy Door
Heavy Steel & Glass Door
Security Door
Wall Safe
Floor Safe
Bank Vault
Light Interior Wall
Load Bearing Wall
Exterior Wall
Stone Wall
Security Wall
Vault Wall
Reinforced Confinement Wall

HF
3
5
6
10
18
20
22
3
6
10
14
20
22
22

HP
3
3
4
5
4
6
13
5
9
11
9
11
15
19

As a result, the Critical Damage Bonus (extra roll on


a damage roll of 10) does not apply to structural elements
or objects. If your weapon cannot do enough damage to
the material or object to exceed its Hit Factor with a
straight die roll, it will never do enough damage to breach
that material or destroy that object.
Once a wall or object has been breached, place a
marker next to where the hole would be. Make sure this is
a different marker than what has been used for casualties,
morale failure or used actions. These markers will remain
in place for the rest of the scenario. It is possible that in
certain scenarios, these breaches can be repaired or
blocked, such as combat engineers sandbagging a bunker,
or in a spacecraft with repair bots covering holes with
plasti-steel. Again, these should be agreed upon before the
scenario starts.

HF
4
4
6
12
12
14
15
18
20
20
20
22
24

Specific structural elements will have not only a Hit


Factor, but a number of Hit Points as well. The number of
hit points an object or element has is not the amount needed
to render the object or element to dust, but rather the

II

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