Soldiers in Time version 5.1

Copyright 2002, Ray Gaer

by Ray Gaer (rgaer@aol.com)

Battle Rules

SinT is a Set of Battle Rules for Skirmishes Conducted with Miniature Soldiers.

Soldiers in Time is a set of universal battle rules with the purpose of fighting soldier types from different times in history against each other. As the players, you decide what type of soldiers you will have in your army. Your army can have soldiers from all different times and knowing the strengths and weaknesses of the different weapons and soldiers from throughout time. This is by no means a finalized set of rules and it will never be perfect for anyone; however, it can be a spring board for your own game rules. I hope you have as much fun playing as I do. 

This work is Freeware (Gaerware) - it can be copied and distributed freely so long as no money is charged excepts for any costs involved in printing or the cost of the diskette/CD.

I hope you enjoy my rules. Please let me know what you think by contacting me!

Soldiers in Time (SinT) also has a complete set of Campaign Rules.

Scales

Figure scale is 15 mm and 1:1 (currently working on a 20 mm version).
Ground scale is 1 inch = 10 feet.
Time scale is 1 turn = 10 seconds.

Table of Contents

1. Troops and Units
1.1 The Figures
1.2 Organizing the Unit
2. Sequence of Play
3. Rally Phase
4. Command Determination
5. Movement
5.1 Ground Troops/Dismounted
5.2 Movement Orders
5.3 Horse Mounted Troops
5.4 Wagons, Artillery, and Other Wheeled Conveyances
5.5 Effects of Enemy on Movement
          5.6 Follow Through Movement
6. Shooting
6.1 Types of Shooting
6.2 Missile Weapons
6.3 Target Modifiers
7. Melee
7.1 Weapon Values
          7.2 Base Number Modifiers
8. Morale
9. Modern Weapons and Special Figures
10. Buying troops, Leaders, and Defensive Works
10.1 Buying Troops
          10.2 Buying Leaders
10.3 Anything Else I Can Buy?
11. Observation Rules
12. Play Testing and Writing the Rules

What You Need to Play

Here is a list of things I use to play SinT:

Miniature figures or paper squares to represent your troops.
Measuring tape or ruler (I use a marked stick for routine measures like movement).
At least 6 ten-sided dice.
Counters that will mark orders. I use counters with a directional arrow to avoid any second guessing.
A deck of playing cards for each player. SinT uses a normal deck of 52 playing cards. Each player should have his own deck which is shuffled at the beginning of each game turn (read: card counting is bad). The cards represent the following values: 2-10 as numbered on the card, Aces are 11, and face cards are worth 10 but also have special leadership qualities which will be explained later.

1. Troops and Units

1.1 The Figures/Stands

Stands are individual soldiers where one stand equals one individual soldier; however,  individual stands can be grouped and maneuvered in "formed units" where individual stands are side by side or in "loose units" where the stands stay close to their leader(3").  Formed units have a few bonuses addressed later. I try to keep my formed unit figures on metal bases with an area of no more than 10 square inches. I use metal plates so that the magnets my figures are mounted on will stick to the metal.

Experience Level

Players need to have only one number assigned to each figure so as to keep record keeping at a minimum. Each figure is rated using the below experience level chart below. The experience level rating  represents the fire, melee, and save number of the figure and is used when concluding combat for Soldiers in Time. I use the ratings of Veteran, Average, and Green for all or the majority of the figures involved depending on the battle . Raw and untested troops represent those men fresh from training and with no experience. Rabble ratings were added to represent non-combatants that might be the object of the victory conditions. 
Experience Level Chart
Rating Experience
10 Hero
9 Veteran
7-8 Average
5-6 Green
3-4 Raw Troops, Courageous Noncombatants, Untested Combatants
2 Rabble or Petrified Noncombatants

Activation Checks (AC)

Activation checks are an important aspect of the game. Activation checks can decide if your figures do what you want them to do on the battlefield. It also can decide if your men flee like little wusses  off the battlefield. Use a deck of regular playing cards to determine the results of the activation checks. The Experience rating determines the action number the figure must "flip" to activate and is determined by the skill modifier for various battlefield activities. The number required to pass the activation check is less than or equal to that figure's experience level number. All face cards count as the number 10 when not within command range. Heroes fail if they flip an Ace because the Ace represents the number 11. Important: If a figure is within the leadership command range of a leader (3 inches), all face cards  will cause the figure to pass the activation check. Morale checks and Save checks use the same system. 

Campaigning and Improvement Between Games

After a character has survived a battle, roll a 1d10 and check the result against the experience level of a character. If the roll is higher than the character's present experience level, then there is an improvement by one point in their experience level. If the figure is already at the maximum experience level of hero, then the character's level cannot be increased. The only modifier to this rule is that if the figure is part of the winning side the figure receives a +1 to the die roll. 

Figure Skills

Fire Skill

Fire skill in 'Soldiers in Time' is the probability of hitting a target in an attack using a missile weapon thrown or fired with a gun or bow. The fire skill level is based on the character's experience level for the purpose of game simplicity. The basis of the fire combat system is to roll less than or equal to the figure's modified fire skill to score a hit.

Melee Skill

Melee skill in Soldiers in Time is the probability of hitting an opponent in an attack using a melee weapon such as a fist, knife, sword, or spear. The Melee skill level is based on the character's experience level for game simplicity. Melee combat is explained in detail in section 7.

Save Number

The save number is the amount of wounds a character can withstand before the figure dies. The save level is determined by the character's experience level. If you flip a card and the number of the card is above the figure's save number the figure dies.  If you flip a card equal to or less than the figure's save number, then the figure lives.

Horsemanship Level

Horsemanship is a rider's ability to master his horse in a combat situation. The horsemanship level is determined by the character's experience level. These rules are not yet fully explored.

Weapons

Most figures will simply be equipped with the weapons depicted on the figure. However, you can keep a record on the side if the figure has different weapons than what is depicted on the figure. Any ammunition limits should also be noted. One example of this is when a territory is out of supplies in the campaign game. Its really up to you and the limitations of your figures.

Armor

Armor is what the character is wearing and some of the special abilities of the various races. Some types of figures will have a larger armor factor due to their size, skill, or fanaticism. The armor ratings are loosely based on the following chart: 
Armor Ratings Chart
Rating Description
0 No armor: naked or just wearing ordinary clothing.
1 Shield: but no armor.
2 Light Armor: a leather jack, buff coat, or similar, often with a helmet.
3 Half Armor: helmet and a back and breast plate, a short mail shirt, or similar armor that leaves arms and legs only lightly protected.
4 Nearly Full Armor: lobster armor with boots, full mail, other nearly full body protection by metal armor, usually with a helmet that provides a lot of facial protection.
5 Full Armor: Maximillian plate, fantasy full plate, other very heavy head-to-toe protection that you want to distinguish from armor in class 4.
Note: Some figures will have better or worse armor rating because of other considerations that were taken into account such as speed, size, bravery, or training. (i.e. orcs, giants, samurai, elves)

1.2 Organizing the Unit

Numbers

The number of units and number of figures in a battle force are up to you and a matter of taste, time, and the number of figures and players available. I've played with up to a 100 figures per side and was able to finish the battle in a couple of hours.

Leadership

The most important job of the leader is to affect the morale of his troops and to give his men direction to achieve their objectives. 

Leaders have a command range of 3 inches from the base of the figure. Any figure or group that is within the 3 inch command range of the leader can be given direct orders by him. All figures outside of the command range of any leader must roll for their orders on the 'out of command range orders chart'. A figure within the command range of two or more leaders is only modified by the best rated leader in any combat situation. Leaders are exempt from leader modifiers unless within the leadership of a superior (experience level) leader.

Each loose or formed unit you want to control should have one identifiable figure that is the leader. The leader is useful for keeping your men moving (Forward March, Volley Fire, independent fire, and Formed Charge orders), activating men, and possibly personifying the player on the battlefield. Leaders are usually the best or one of the best figures of the unit in experience and skills, but interesting scenarios can use leaders who are new to the trade of arms or novices trying to lead squads of average or veteran troops. Leaders often have different weapons and armor from their followers. 

2. Sequence of Play

The following six phases of play constitute one full game turn. 

Rally Both players determine which figures that have routed in the previous turn regain their nerve or which figures remain cowards. Remove figures that fail to rally. 
Command Determination Both players identify which of their figures are within a leader's command range. The actions of figures in command range are marked with order chits (counters), then the actions of those outside command range are determined and marked by consulting the order chart.
Movement Flip a playing card and look at the color to decide who goes first for each sub phase. Flip order counters to show orders, make Activation Checks, and apply morale checks where necessary and follow results for each sub phase ( 1.Horses & motorcycles, 2. Men, artillery, & mixed units, 3. Tanks and vehicles)
Shooting Flip card to see which side fires first.Calculate shooting, determine damage. Make morale checks and follow results as necessary.
Melee Both sides attack at the same time. Determine winners, assess damage. Make morale checks and follow results as necessary.
Follow-through movement Flip a card to see which side moves first. Each figure has the option to move 1 inch in any direction.

3. Rally Phase

Any figures on both sides that were routed in the previous turn can try to rally and rejoin the fray during the rally phase. For each individual soldier, flip a playing card from your standard playing card deck. If the card is a numbered card equal or lower than the soldiers experience level than the individual soldier rallies and can perform normal actions this turn. If the numbered card is greater than the soldiers experience than the individual is again routed and permanently removed from the playing field. Remember, the Ace is actually an 11 and causes all figures to fail their rally check

If the card flipped is a face card and there are no leaders within command range (3 inches), then the figure is considered routed and is removed from play. However, if there is a leader within command range, a face card equals a rally and the soldiers can perform normal actions under the leaders influence. This affect takes into account a persuasive leader who is coaxing his troops with words or his pistol.

4. Command Determination

Figures within command range of 3 inches.

Mark each figure within command range with the appropriate action chit the owning player has chosen for the individual or group. Place the chit upside down so your opponent cannot see your orders. Your counters can also have arrows to point to the direction your units may move for clarification. Players will need counters that say full for full movement or half for figures that will move up to half their movement allowance. There should also be charge, loaded weapon, volley fire, independent fire, and snap fire counters.

Figures not within command range.

Each player determines the actions of his uncontrolled figures by flipping a playing card and consulting the chart below. Face card allow the owning player to make command decisions for the individual or unit leader figure. 
**Note: Attack only and defend only orders can be given by a leader at the start of the game. An attack or defend order gives a soldier a better chance of behaving as ordered as desired on the order chart. Movement in most cases will be toward the enemy if the enemy position is visible or the location is known or suspected. If no enemy presence is known or suspected, movement can be in any direction. 
Out of Command Range Orders Chart
Troop Type 1-2 3-4 5-6 7-8 10+ JQK
Rifle, Spear, Handgun, Shotgun, Javelin Defend and shoot Move up to half and shoot Move up to half and shoot Move up to full and shoot Full move or charge, enter melee/shoot Players choice
Crossbow, Archer, Sling Defend and shoot Defend and shoot Defend and shoot Move up to half and shoot Full move or charge, enter melee/shoot Players choice
Sword, Mace, Horses, Morning Star, Others Defend & stay put Move up to half and enter melee Move up to full; may enter melee Move up to full and enter melee Full move or charge, enter melee/shoot Players choice
Artillery gunners with artillery gun Hold fire unless taking fire from the enemy Defend Fire at nearest target Fire at the largest target or group in middle range Players choice of target Players choice
Command Modifiers
Berserkers, fanatic +3
Part of a unit operating under an 'attack only' order +6
Part of a unit operating under a 'defend only' order -6
Horseman attacking men with long spears/halberds -1
Figure is within charging range of opponents cavalry -2
Note: An individual or unit leader that flips a two card must take an immediate morale check to see if he decides that he's going to route in hopes of living another day. If the figure or unit leader fails the morale check they are considered routed and if the individual figure or unit leader fails to rally on the next turn he is removed from play. Any figures adjacent (within 1 inch) to the routing figure must check their morale on the spot. Unit leaders can in theory cause a large group of men to route because of their lack of leadership.

Order Note : A player does not have to flip cards for orders for figures when out of the enemies line of sight.

5. Movement

Movement is a three phase process as follows:
  1. Setup
  2. Prior to the beginning of the battle, the players need to decide if they are red or black. Flip a playing card and look at the color to decide who goes first for each sub phase.
  3. Movement Declaration and Movement
  4. Movement is divided into three sub phases depending on the type of figure/unit. Flip a playing card for each sub phase to see which side will move first during that sub phase. The three sub phases are:
    1. Horses and motorcycles
    2. Reveal the chit for each marked figure/unit and declare its action. Flip a card for an action checks to see if individual troops have the resolve to carry out their orders.
    3. Men, artillery and mixed units
    4. Reveal the chit for each figure/unit and flip a card for Action Checks.
    5. Tanks and vehicles
    6. Reveal the chit for each figure/unit and flip a card for Action Checks.
  5. Morale Checks
  6. Make any needed morale checks for charged figures. Apply the results immediately.

Order Note : Any figure that fails the Activation Check may still turn and face the enemy.

5.1 Ground Troops and Movement Allowances

 
Movement Allowances for Ground Troops
Armor Class Distance Walking Distance Running Distance Crawling
1-3 6 inches 9 inches 2 inches
4-5 5 inches 7 inches 1 inch
6+ 3 inches 5 inches 1 inch
Movement Modifiers for Mounted and Ground Troops
Swamp, bog, or thick brush 1/2 movement
Routing individual +2 inches
Gentle slopes -2 inches
Steep slopes, ladders, stairs -3 inches
mount/dismount -3 inch
Standing from prone -2 inches
Falling to prone -2 inches
Linear obstacles: walls, fences, hedges etc. -4 inches

Avoiding Vehicles and Horses

Ground units can move out of the way of charging horses or vehicles (15+ inches) if they pass an activating check with any leader modifiers. If the figure fails, then there is a collision with the horse or in the case of a vehicle, the figure is struck and removed from play. It is assumed that the figure was either killed or was seriously injured as a result of the collision. Furthermore, the rider of the horse must also take a unmodified morale check to see if he is thrown from his horse. 
 
Charging / Running

During the declaration phase, a player may indicate that any figures within command range are running this turn. A figure may not charge more than two consecutive turns due to fatigue. Charging incurs a +2 attack/defend die roll modifier on future melees for that turn because it is assumed that the figure has caused the opponent to become off-balance by the charge. Therefore, when charging and entering combat the figure will add +2 to the figures attack/defend die roll. Because of fatigue a figure may not charge more than 2 consecutive turn (exceptions are Zulus, Vikings). The turn following the charge the +2 charging modifier is removed. Charging targets receive a +4 to hit modifier if fired on by missile weapons.

Moving Backwards

A man on foot can move backwards up to 2 inches.

5.2 Movement Orders

Individual Actions

 Those who are within command range (3 inches) are given orders by the player. When the action roll is successful, the figure can execute one turn of action. Any figure out of command range must get orders from the order chart. Flip a card for each man and refer to the Out of Command Range Order Chart to see what that individual figure or leaderless unit has decided to do during the current turn.

Group Actions

When a loose grouped unit, formed unit or individual is given orders, it is not certain that the men will act effectively. They may hesitate, freeze, stumble, fumble, stop to think, find an obstacle in their path, or any of a number of other reasons to lose a few seconds activity. If things look bad, they may panic and run away from the enemy or duck into cover.  All of this is covered in the action roll.

There are five instances where a group of figures can move as a unit under the command of a leader. These orders are: Forward March (up to full movement and snap fire), Formed Charge (running), Volley Fire (shooting only), Independent Fire (shooting only) and Follow Him orders. Some of these orders are modified by the leaders of the group of figures.  When the Activation Check is successful, the figure can execute one turn of action.

Forced March

The leader flips a card against his own experience level and if the card is equal to or less than the leaders experience number, the whole unit activates and can follow him for movement and snap fire (+2) only if they are in command range (3 inches). A face card automatically causes the leader to pass the activation check.

Flip a card for the Activation Check, passing if the card is a face card or is a number equal to or lower then their experience number. A leader always fails on an Ace. If the activation check is passed then the unit should be relatively close together for a Forward March movement order. If some men in the unit are separated from the unit or unable to move, then only the ones near the leader can be moved with a Forward March order. Move the leader and then move the other men so they are abreast or behind the leader. He can't use a 'Forward March' order and remain in the center of a mob or sulking at the rear. If the Activation Check is failed, then unit does not move, except for required follow through movement by fast moving cavalry. However, everyone in the unit may still snap fire except the leader this turn (use snap fire counters to mark).

Formed Charge

Formed Charge is like Forward March, except it allows the unit to move/run and enter melee combat. Roll vs. the highest experience rating in the unit, instead of the leader's rating, since all the shirkers have to go into danger and if they are hesitating they will have to be pushed, pulled, threatened by the veteran troops . However, leader face cards apply within if in command range (3"). If the Activation Check is failed, the unit does not move, except for required follow through movement by fast moving cavalry and tanks. No snap fire is allowed since the men used their time encouraging others to charge.

Volley Fire

Volley Fire is like Follow Me, except it requires the unit to be in formation, with the leader where he can see his men and the enemy. The unit cannot be in melee combat. Flip a card for an Activation Check vs. the leader's rating and if he succeeds, all followers can shoot an aimed shot. 

Independent Fire

If you want your troops to fire at targets on their own, flip a card for an Activation Check vs. the leader's rating and see if he succeeds in screaming out his orders. Soldiers under Independent Fire orders do not have to roll for an activation check until the leader either dies or gives different orders.

Follow Him

If you want to have a unit move together but the leader is not out in front leading by example, the unit will naturally be more hesitant about closing with the enemy. Flip a card for an Activation Check and use the worst experience rating instead of the leader's, unless they are moving away from known or suspected enemy positions. However, face cards are still taken into account when the figure is within command range.

5.3 Horse Mounted Troops

 
Horse Movement Chart
Horse's Gait Movement
Horse At Walk 5 inches
Horse At Gallop 15 inches

Basic Horse Speed

Horses have a maximum movement of 15 inches per turn, accelerating and decelerating by 5 inches per turn.

Advanced Horse Speed

Horses can move 15 inches per turn, accelerating and decelerating by 5 inches per turn.

Cavalry that fail activation checks continue at the same speed or decelerate by 5 inches (owners choice), turning only as necessary to avoid running into terrain features. Cavalry previously halted or moving backwards can move backwards at 2 inches per turn.

Obstacles

Horse can jump over some obstacles. This requires a horsemanship flip of the cards. Then their  horse balks and sheers away or stops before the obstacle.  As a rule of thumb, a 3 foot high fence is a basic horsemanship roll.  See below under 'Effects of enemy on movement' if the obstacles are other figures. 

5.4 Wagons, Artillery, and other Wheeled Conveyances

*Handle in later version - basically most will move about as fast as men on foot, though some light ones move up to 6 inches when they are being towed by horses. They may be pushed 2 inches but may not fire during the turn they move. They are particularly sensitive to terrain effects, but they may always move at least 1 inch regardless of the type of terrain.

5.5 Effects of Enemy on Movement

A figure may not move through an enemy figure.

Cavalry that are charging into a unit of enemy figures too fast to stop and without room for attacking in passing will have to pass one horsemanship check (activation check) to get their horse to go in and not sheer off where there is room.  If successful the horse will hit an enemy figure in front of it after the rider resolves his melee attack. If the figure struck was not engaged in melee by the active rider or another member of the rider's unit, he can make an Action check immediately and use it to dodge out of the way if there is space to the side, or to attack the rider or horse. The impact of a charging horse will knock a footman down and roll for damage against him (1-5). Take the damage roll at +2 if it is moving over 10 inches. Under 5 inches speed, the horse will just stop. Add -1 to this modifier if the horse is particularly small, like some steppes ponies, +1 if it is big like a knight's war horse.

Leaving Melee (during any phase): A figure in base-to-base contact with an enemy figure can move away without the 'free swing' that some rules systems would give his opponent BUT it must pass an activation check (can only be modified by any leader within 3 inches). If the figure fails the activation roll, then they cannot move out of melee.

5.6 Follow-through movement

All figures at the end of the turn get to move 1 inch in any direction. One player flips a card to see which side (color) will go first. A figure may break melee contact without a Activation check during this final phase of the turn. Horses move 1 inch per five inches of speed that they have moved in the present turn

6. Shooting

Missile troops are the only figures that can fire. Resolve morale checks caused by missile fire and apply results immediately.
"Missile Weapons Table"
Weapon Short Medium Long Extreme Reload DAM
Javelin/Hand Axe/Spear 2 4 6 8 1-7 1d10(-3)
Short Bow 4 8 12 20 1-7 1d10(-2)
Long Bow 6 12 18 30 1-7 1d10(-1)
Crossbow/Cap & Ball rifle 8 15 20 30 1-4 1d10
Flintlock Musket 5 10 15 25 1-5 1d10(+1)
Revolver 3 5 8 12 1-8 1d10(-1)
Flintlock Rifle (W.W.I) 9 18 24 36 1-7 2d10(-2)
Mag. Rifle (W.W.II), ( x2) 10 20 30 40 1-8 2d10(-1)
Shotgun (blast) 3 5 8 12 1-5 2d10
Submachine gun (x4) 4 7 11 18 1-9 2d10
Lt. MG braced (x5) 2 man crew (x3) 1 man crew 12 25 35 60 1-9 2d10

6.1 Types of Shooting

Aimed Fire

Aimed fire is any normal fire where the shooter has not moved during the turn they are shooting.

Snap Fire

Snap Fire is firing with no time spent aiming. Snap firing is at a +2 penalty when combined in the same turn with movement. Bows fired from horseback, firearms and crossbows can snap shoot while moving, at a penalty of +4.

Note: Foot soldiers may fire in the same turn that they charge at a penalty of +4.

Multiple Shots

If using a fast repeating weapon, up to 4 shots may be taken in one turn depending on the capabilities of the missile weapon on the missile weapon range chart. The first shot is taken as aimed or snap shot depending on whether there was any movement prior to the shot. Each target after the original target is measured and a +1 is added to the to hit dice roll for every inch the secondary target is away from the primary target. There is no penalty if the same target is picked consecutively. Furthermore, the owning player may roll for all of the damage to be applied at once. Therefore, if a figure is hit 3 times then the damage is rolled 3 times and added together as one attack. Sometimes you got to make sure that sucker is dead.

Note: A Lt machine gun has a 2 man crew. If there is only one figure alone because of casualties, then only 3 shots may be taken each turn.

 

6.2 Missile Weapons

 Note: All figures start the battle with their missile weapons loaded.

Each individual figure with a missile weapon and a fire order must roll a 1d10 during the Shooting Phrase to see if the figure has reloaded his weapon and is ready to fire his weapon this turn. Weapon reloading takes into account when a figure has gun jams, is finding ammunition, or is spotting the next target. The owning player may pick any order of firing during the Shooting Phrase.

"Missile Reloaded - Ready to Fire Table" (1d10)
Archer/Sling/Javelin must roll a 1-7 - the individual has reloaded and may fire in the next round. (8-9 means that the individual is reloading and a 10 means he is out of ammunition)
Crossbow/pre-Civil War (Pistols/Rifles/Grenade) must roll a 1-4 - (5 to 9 means that the individual is still reloading and a 10 means he is out of ammunition))
Civil War must roll a 1-5 - (6-9 means that the individual is still reloading and a 10 means he is out of ammunition) 
W.W.I must roll a 1-7 - (8-10 means that the individual is still reloading and a 10 means he is out of ammunition) 
W.W.II must roll a 1-8 - (10 means that the individual is still reloading a 10 means he is out of ammunition)
Modern Weapons must roll a 1-9 - (10 means that the individual is out of ammunition or jammed)

If they have reloaded then they may fire during the shooting phase or they may stay 'loaded' for a future shooting phase. When a figure decides to shoot the loaded weapon there are three sub-phases when firing missile weapons:

  1. To score a hit with a missile weapon the shooter must roll equal or less then his fire skill number (experience number). Roll the 1d10 and adjust the die roll number by applying range modifiers, cover modifiers, movement modifiers, target size modifiers and type of fire modifiers (snap, charging, aimed).
  2. If the final die number is less or equal to the fire skill than the shooter gets to roll for damage to the target. The amount of damage depends on the type of weapon used.
  3. After rolling for damage, subtract any armor factors. If there is no remainder after subtracting the armor modifier than the target figure only suffers a Morale Check (AC+leader modifier if within command range). If there is a remainder after subtracting armor modifier than the target figure must make a "save." The remainder is subtracted from the experience number to get the final save number (leader modifiers apply).

Missile Damage

Missile weapons must hit the target before they can possibly do damage.

Example 1: If the damage is 3 and the armor is 3, then there is no remainder and the figure only has to pass a Morale Check. If a leader is within command range, then the card result can be modified because of the leaders influence. If the figure fails the Morale Check, then the figure will route 4 inches to the rear and must rally next turn or the figure will be removed from the battle.

Example 2: If the damage is 5 and the armor is 3, then 2 points of damage are subtracted from the experience level of the figure. For this example lets say the figure is pretty green so his experience level is 6. After applying the damage, he now has a Save number of 4 and the player must flip a card of 4 or lower to save this figure. However, leader influence and within command range can save the figure if the player flips a face card of the owning players color. If the figure fails the Save check, than the figure is dead and is removed from play. Apply Morale Checks to any adjacent figures (1 inch radius).

6.3 Target Modifiers

To Hit Modifiers and Related Rules

Add these range modifiers to die number rolled needed on a 1d10 "to hit" attempt.
Range Modifier Chart
Range Amt.
Too Close -2
Short 0
Medium +2
Long +4
Extreme +6
Note: 'Too Close' is base stand contact for pistols or thrown weapons, up to 2 inches for long arms and bows. 
Cover Modifiers (modify the dice roll)
+1 Partially obscuring cover, lichen cover, tree in the line of sight.
+2 Protected by partial solid cover (approximately. 1/2 covered).
+3 Just enough showing out of solid cover to see and fire a gun.
+2 For prone figures.
-2 Firing from a height advantage (fort/castle walls).
+3 For targets hidden in entrenchments.
Note: Ignore prone target modifiers for shots at 2 inches or less range. It doesn't matter that you are lying down if the shooter is standing right over you.

Moving Targets

 
Target moving Modifier
6 inches or less +1
6.5 - 12 inches +2
12.5 + inches +3

Armor and Shields

These factors are taken into account with the armor and damage values.

Target Size

Mounted Target -1 and then roll for man or horse hit (1-4 hits man, 5-10 hits horse) or aim at one or the other at normal to hit and have a 2/10 chance of hitting the other instead by accident if a hit is scored. 

Fire Past Friends or At Enemies Engaged In Melee

If a friendly figure is partially blocking the line of sight to a target, then treat him as if he were providing hard cover to the target. The 'to hit' chance is modified by the amount of the target blocked. If a friend is in melee with an enemy figure, then add +2 to the shot, as the two are close together and assumed to be moving unpredictably. This also provides 2 chances in 10 of hitting the friend fighting that target even if the friend is not apparently blocking the direct LOS between missile attacker and target.

Grenades* [More work needed here]

A grenade has the range equivalent of a javelin (8 inches) and the blast area of a grenade is 2 inches in diameter.. Any figures within the blast area take a Activation Check to see if they are hit or if they find cover/fall prone or are just damn lucky.   If a figure fails then the figure takes a 1d10 damage and must make either a Morale check or Save check depending on the damage inflicted. All blast areas listed in Soldiers in Time are referring to the diameter of the blast circle.

7. Melee

Melee is hand-to-hand combat between opposing figures. Melee occurs when a player moves a figure so that its base is touching the base of an opposing figure. Once two opposing figures touch, they turn face-to-face and their bases conform. Additional units may move in to touch the flanks (sides) of a figure in melee.

When the bases of two figures come in contact their bases conform to each other so that combat matches are clearly defined.

The rules for melee combat are simplified so that combat relies on a single roll of the die for each player. It is quick, deadly, but realistic. When two or more opponents end their movement in melee range or base to base contact there will be combat between them. Individuals are both attackers and defenders at the same time. When in melee, figures do not need to make a Action check.

Both opponents roll a modified die and the highest roll is the figure that struck home. Execute melee between figures using the following steps:

Both players

  1. Identify the weapon value of the individual.
  2. Find out the figures melee skill level (aka experience level).
  3. Cross reference the two numbers to get a base number.
  4. Add or subtract any modifiers that apply to the combat for each figure.
  5. Each player rolls a 1d10 and add it to the adjusted base number of their figure.
  6. Check to see which player has highest number and wins that round of melee.
  7. Subtract the least from the highest and the remainder is a damage total number.
  8. Subtract the armor rating (of the losing figure) from the total damage number. If there is no remainder after the armor than the figure must make a morale check (fail morale causes retreat 4 inches, pass morale cause retreat of 1 inch). If the total damage is greater than the armor, then subtract the remainder from the figures experience number to get the Save number. Fail the Save and die. Pass the Save, retreat 1 inch.
  9. The losing figure retreats at least 1 inch in all cases.  The routing figures (4+ inches) cause a morale check to any adjacent figures, applying results immediately.

7.1 Weapon Value

A weapon value number is given to every type of weapon to and is used as the base number used in melee. Note that Weapons 4, 5, and 6 use their first number in their first round of combat. Use the second number as long as the figure remains in continuous combat with the opponent since it is assumed that both figures have closed. You may need to use counters/small dice to keep track of which figures have closed in melee.
Weapon Used Value

Fists

0

Farm Implements-fists 1
Dagger 2
Mace/Axe/Morning Star/Short Sword 3
Long Sword 4
Pole Arm/Short Spear/Bayonet 4/3
Two-handed Sword 5/3
Lance/Halberd/Long Spear (over 1 inch) 6/2
 
  Weapon Value
0 1 2 3 4 5 6
Melee
Skill
2 0 1 2 3 4 5 6
3 1 2 3 4 5 6 7
4 2 3 4 5 6 7 8
5 3 4 5 6 7 8 9
6 4 5 6 7 8 9 10
7 5 6 7 8 9 10 11
8 6 7 8 9 10 11 12
9+ 7 8 9 10 11 12 13

 7.2 Base Melee Modifiers

Situation Modifier
Above opponent (includes cavalry vs. foot and foot vs. prone) +1
Charging the enemy to enter melee +2
Defending against mounted charge at 7-18 inches speed -2
Target 1/2 protected by cover -2
Multiple attackers vs. single defender,
attackers get
+2 (cumulative)
Parrying (defensive only) +4
Height advantage (fort/castle walls) +3
Note: All modifiers adjust the final dice roll per individual figure.

Charging

Charging is defined as any charge movement that results in melee contact.  Cavalry, with their inability to stop instantly if moving fast, may have to resolve their melee combats in passing as they move by an opponent. Each rider still only gets a single attack at some point in its movement. Remember to adjust the melee die rolls with the +2 modifier due to the speed.

Parry

Sometimes a figure may be overpowered or out numbered by the opponents and may need to wait for an opportunity to win the melee. Therefore, the defender may parry opponents by rolling their attack die with a +4. If the defender wins the round, then the parry was successful but does no damage to his attackers. A defender may not parry more then two attacks in any round. 

One Vs Many

The players may pick out which figure is the target figure in any melee, however, multiple attackers get a +2 )cumulative dice addition for every multiple vs. single defender.

Moving out of Melee

Figures that wish to move or back out of melee range may do so only if they make a unmodified action check.

Attacking Horses Rule

A melee attack against a mounted figure should be resolved with the normal modifiers to the attacker's melee roll. While the horse has no ability to parry itself, it's rider may be able to defend himself. Furthermore, the horse may be able to dodge the blow or otherwise spoil the attack. If the attack is coming from a direction that the rider will not be able to parry effectively with the weapons he's using, like from in front of the horse and he has a sword, then have the horse roll a "parry" roll (+4) representing its attempt to dodge or other movement used to spoil the attacker's strike. Appropriate experience skills would be 6 for a random horse off the street, 8 for a trained cavalry horse, or 10 for a knight's trained war horse. The referee may want to adjust these in general or for particular horses. Modify this by any armor on the horse, wounds, etc. Treat the horse's "weapon type" as unarmed. Allow the rider to count as an extra enemy "outnumbering" the attacker just as if the horse were any other friend of the rider. If the rider is well positioned to block for the horse, like using that sword and the attacker is right alongside the rider's leg, let the rider parry for the horse as he would for himself.

Horse Panic

This rule is used for horses that have been taken a damage hit in melee or with missile fire. Roll a 1d10 for each horse that has had to make a Saving Throw this turn. Add the  Experience level of the rider and refer to the chart below. Horses have a Experience level of 6 for a random horse, 8 for a trained cavalry horse, or 10 for a knight's trained war-horse. 
Horse Panic Chart
Points Reaction
9 or less Horse bolts away from enemy
10 - 14 Horse does not move this turn
15 - 16 Horse charges nearest enemy
17 or higher No effect

8. Morale

A figure's morale is determined by the experience level of the figure. Check morale for the affected figures at the end of the appropriate phase:
When to check morale:
*attempting to rally [during the rally phase] (only check for rally) - remove figure(s) if failed.
*Leader in command range is killed [shooting or melee phase] face cards cause a route unless within the range of another leader.
*state lord/chief is killed [shooting or melee phase] only if within visible range of the figure.
*Infantry charged by cavalry (enemy horses will end movement in melee) [movement phase]
*Friendly Figure within one inch (adjacent or in front) is routed/killed. [any phase]
             *When the result of missile fire or of melee combat [shooting or melee phase]
 
The experience rating determines the morale number the figure must "flip" cards to pass the morale check. The number required is equal to or less than the number. Heroes fail if they flip an Ace because the Ace represents the number 11. Important: if a figure is within the leadership command range of a leader (3 inches) than a face card causes the figure to pass the morale check; otherwise, the face card result is treated as a 10.

A routing figure will not melee or shoot and must move directly toward friendly lines. If surrounded and with no gap between enemy figures, the figure will surrender to the nearest opponent.

Note: Figures failing rally attempts during the next rally phase continue to retreat and are removed from the battlefield. Leaders who need to rally can be rallied if in the command range (3") of another leader of equal or greater experience. Leaders may choose to route if the situation suits the action.

Morale Modifiers (modify the experience number)
Enemy Lord eliminated (highest ranking enemy leader) +2
Unarmed - flag/banner holder, radio man -1
Soldier directly attacked by cavalry -1
Adjacent (friendly) figure is killed or routed this turn -1 per figure
Routing unit -2
In or behind cover +2
Defending Village/fort +1
Defending Castle +2
Figure is charging +2
Optional Berserk Rule: Any figure who flips a natural Two (2) on his activation check check will take another check again immediately. If this second morale check succeeds against the figure's unmodified experience value, he is "berserk" or "inspired" and will not be subject to any further morale checks for the remainder of the game.

9. Modern Weapons and Special Figures

These rules are experimental and should be used with caution. I am still play testing and will make changes according to reviewer's suggestions or my own play testing.

Artillery, catapults, bolt throwers, and large bore weapons (some ideas borrowed in part from Orc's Drift)

All artillery, cannon, catapults, or bolt throwers fire during their missile phase. All such stands can move 1 inch during their movement provided that they pass an activation check but may not fire until the following turn. They have a 45 degree arc from the center of the stand's front.

The crew experience level for each artillery figure is assigned by the players.

The "to hit" number is the missile skill number of the most experienced gun crew member.

Grenade attacks can be thrown up to 8 inches

Artillery guns and anti-tank guns

Cannons can fire either ball or grapeshot. At the beginning of the game turn in which a cannon is reloading, the owning player places a face down marker beside each cannon indicating whether it's loaded with ball or grapeshot. A cannon can only fire the ammunition indicated by the marker. After each shot, replace the marker.
Grapeshot hat an 8" range and affects any enemy stands in a 45 degree cone from the center of the cannon. Each stand takes from 1d10 damage before the targets armor is subtracted from the damage die roll. A ball shot inflicts damage on a target area the size of a quarter.

Catapults fire a giant rock. They hit a target stand on a roll of 3 or less on a 1d10 (0=10). If it is not a hit, the shot scatters. Roll a six sided die with an arrow on it to see how many inches away from the target the shot landed. A catapult causes 2d10 +4 damage to the target.

Bolt throwers shoot great bolts. These bolts inflict 2d10 +2 on a target enemy. The target area is the size of a quarter. 

HP=hit points/experience points for the weapon. This is the damage the weapon can sustain before becoming unusable. If the missile weapon takes less then the HP number in damage it is still in working condition.

 
*Modern Missile Weapons*
Weapon HP Short Medium Long Extreme Reload (1d10) AP Damage Burst Radius Special Info.
Small Artillery / AT gun 10 15 40 60 80+ 1-4

(out 9-10)

4d10 1.5d inch circle 3 figure crew
Large Artillery / AT gun 15 25 55 75 100+ 1-3 

(out 8-10)

5d10 2.5d inch circle 4 figure crew
Small Cannon 15 10 30 45 55+ 1-4

(out 10)

3d10 1d inch circle Grapeshot 6" 2d10  damage (3 crew)
Medium Cannon 20 15 40 55 70+ 1-3

(out 9-10)

3d10 +4 1.5d inch circle Grapeshot 8" 2d10 damage (4 crew)
Large Cannon 25 20 50 65 80+ 1-2

(out 8-10)

4d10  2d inch circle Grapeshot 8" 2d10 +2 damage (4 crew)
Catapult 10 15 30 45 55-65 1-2

(out 10)

2d10 +4 .5d inch circle 4 figure crew
Bolt Thrower 10 15 25 40 50-60 1-2

(out 10)

2d10 +2 .5d inch circle 4 figure crew
Reload numbers are reduced by one for every crew member killed. Therefore, if one of the crew members is killed than the number to reload a small AT gun goes from a 1-4 to a modified 1-3. 
Range Modifiers = Modify the dice roll
Too Close = -2 Short = 0 Medium = +2 Long = +4 Extreme = +6

Grenades

to be done next draft

Tanks

to be done next draft

10. Buying Troops, Leaders, and Defensive Works

10.1 Buying Troops

There are a couple of ways I use to start a battle. When I play the campaign game I use the campaign game "buy rules", but who has enough time to run a complete campaign game. So, another way I play is that both sides get the same number of figures but the type of figures are random. All of the troops come in groups of 5 (if you roll for Zulus you get 5) In addition, each side gets a leader for every 10 men. Find out the total number of leaders needed for the battle force and then pick out which men you want to be the leaders.  

Another way I play, each player gets specific number of points they can spend on their troops. With this method the player has control over what his forces will be in battle. However, this isn't always the case in reality. Choose the method that best suits your gaming needs.

Random Troop Type Chart

ChanceType of Troops HP Cost Special AbilitiesAC
1-15Zulu   1 +2 desert or plains attack/no fatigue1
16-25Viking w/axe, spear   2 +1 vs. non-humans/no fatigue3
25-30Viking w/bow   3 +1 vs. non-humans/no fatigue2
31-35Medieval ground spear/halberd/pike type   5 +2 vs. mounted troops4
36-38Medieval ground mace/sword/axe   6  5
39-40Catapult 5 25 1 catapult + 4 Zulu types1
41-44Medieval  Light Cavalry   8  4
45-47Medieval  Heavy Cavalry   10  6
48-49Small Cannon 6lb 10 20 1 cannon +4 Zulu types2
50-51Samurai w/sword   10 attack +3/ Kamikaze tank attack1
52-62Civil War Rifle   15 +1 spear melee2
63-64 Medium Cannon 9lb 15 25 1 cannon + 4 Zulu types2
65-69Civil War Cavalry   20 +1 spear melee2
70-77WWI Rifle   20 +2 spear melee2
78-80WWI Grenadier   25 +3 spear melee3
81-82WWI Shotgun   25  2
83-84WWI Mortar   50 1 mortar +2 WWI Rifle types0
85-89Medic   45  1
90-95WWII Submachine Gun   30 (X2) multiple attacks2
96-97Bazooka   30 tank attacks - blast radius of grenade1
98large Cannon 20 50 1 cannon + 4 Zulu types2
99Machine Gun   70 1 machine gun +2 WWI types multiple attacks1
100-105Engineers   50 Explosive attacks/entrenchments/place mines/build bridges1
106-115Small AT Gun 5 75 crew of 310
116-125Light tank 5 100  15
126-140Large AT Gun 10 100 crew of 415
141-160Medium Tank 10 150  20
161-185Large Tank 10 175  30
186+Players Choice!

10.2 Creating Leaders

Your leaders are the foundation of your army. Without leaders your army will be chaotic and out of control on the battlefield. Too many leaders can cause morale to suffer when leaders are killed but when you have the right amount of leadership your army will move where you want, when you want, and suffer minimal morale setbacks.

As a rule, for every 10 soldiers you have on your force you must make one soldier of your choice a leader.

10.3 What Else Can I Buy?

There are a couple of other ways you can help your soldiers survive battles.

Flag barer

You can spend 25 resource points to buy a Flag barer. Your men will fight harder and longer if they can look to your banner for strength and courage. A Flag barer is a soldier that holds your banner/flag in battle. He doesn't fight, but he helps your troops rally and fight. If you spend an extra 15 resource points you can get a mounted Flag barer. The Flag barer modifies all morale checks for every soldier within 8 inches the same way a leader would affect morale. You can have as many Flag baring figures on the board as you want, but your men can only be modified by one Flag bearer. If the Flag barer is killed the troops within 8 inches are affected just as if a leader has fallen, therefore, all individuals suffer a instant morale check.

Mines

Mine fields are defensive and cost 25 resource points each. They may be placed during the monthly turn. Mine fields take time to lay so they must be present on the battlefield before a battle begins. Mine fields are 3 inch by 3 inch square felt segments. The owning player places the felt squares on the board before the battle. When a soldier enters a mine field segment there is a 1-3 chance (1d10) per square that a mine will explode. Because he must roll each time he moves into or through a mine field segment, a soldier who has to stop in the mine field will have to roll at least twice. Treat an exploded mine like a grenade explosion with a radius of 2 inches.

I haven't worked out how I will handle tanks and mines yet. More to come later.

Victory!!

The side who's lord was disabled or captured loses and must retreat. Figures must roll an unmodified action roll to leave in good order. If a figure rolls over their experience level then they are considered captured by the enemy.

If this doesn't resolve conflict, then whichever side retires beyond effective missile range loses and must leave. If all else fails, the side with the highest percentage losses loses and must retreat.

11. Observation

Hidden Placement

At the beginning of the game the defender of a territory may place "dummy counters" in locations where his troops may hide from the enemy. The defender may use no more than 10 dummy counters to hide troops. Hidden troops are +2 to hit, but if they fire or move they lose their +2 hidden placement modifier.

Note: Hidden troops receive a +2 because of the benefit of cover. If there is a hit then all troops in a 2 inch radius are automatically exposed and no will not receive the +2 benefit of cover in the next turn.

Spotting Hidden Enemies

Any figure moving while in the line of sight of the enemy is automatically spotted. Players should use their discretion with this topic.

12. Play Testing and Writing the Rules

Version 5.1 - fixed text errors, new uncontrolled unit rules, reformatted rules, adjusted reload numbers and added out of ammo, fixed melee base factors, added medic-rules soon. Uploaded 11/30/2002
Version 5 - fixed text errors, new introductory paragraph, added artillery to random troop movement chart, Independent Fire orders, simplified cavalry rules and effects on enemy, modified modern weapons chart, reorganized the random troop chart, clarified unclear sentence. Uploaded 10/2001
Version 4.1 - Better explanations and some rule clarifications, changed some damage figures, changed multiple shot weapons, eliminated wounded figure chart, presently working on solo rules for a campaign game. Campaign game is going to be reworked with orcs in mind. There's some great 15mm figures by Demon world for orcs right now at Brookhurst Hobbies in Garden Grove. Uploaded 12/25/00
Version 4.0 - Eliminated stamina points for less paperwork, quicker and easier morale rules, included buying troop ideas to be fine tuned soon. Added counters to the web site. Uploaded 11/18/00
Version 3.0 - Extensive changes to the damage tables and morale checks. Added modern weapons and new personal. The system needs more play testing. Uploaded 4/20/00
Version 2.0 - is a complete revision. Many rules were modified after further play testing by myself. John (ve3ll@rac.ca) helped to rewrite the rules to make more sense. His efforts have greatly altered the presentation of the rules. Thanks John! 
Version 1.3 - is a revision after the first play test. Minor changes and new font was used.
Version 1.2 - was revised after a 6 month reevaluation of the gaming system and further research.
Version 1.1 - took two years of off and on research of many miniature rule systems in stores and on the Internet. 'Soldiers in Time' was inspired by the Rencounter rule system currently on the World Wide Web.

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