SinT is a Set of Battle Rules for Skirmishes Conducted with Miniature Soldiers.
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.
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. |
| 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 |
| 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. |
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.
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. |
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.
| 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 |
| 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 |
Order Note : A player does not have to
flip cards for orders for figures
when out of the enemies line of sight.
Order Note : Any figure that fails the Activation Check may still turn and face the enemy.
| 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 |
| 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 |
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.
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.
| Horse's Gait | Movement |
|---|---|
| Horse At Walk | 5 inches |
| Horse At Gallop | 15 inches |
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.
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.
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
| "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 |
Note: Foot soldiers may fire in the same turn that they charge at a penalty of +4.
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.
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:
- 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).
- 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.
- 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).
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).
| Range Modifier Chart | |
|---|---|
| Range | Amt. |
| Too Close | -2 |
| Short | 0 |
| Medium | +2 |
| Long | +4 |
| Extreme | +6 |
| +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. |
| Target moving | Modifier |
|---|---|
| 6 inches or less | +1 |
| 6.5 - 12 inches | +2 |
| 12.5 + inches | +3 |
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
| 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 | |
| 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 |
| 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 |
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.
| 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 |
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 inchesArtillery 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.
| 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 |
| Too Close = -2 | Short = 0 | Medium = +2 | Long = +4 | Extreme = +6 |
to be done next draft
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.
| Chance | Type of Troops | HP | Cost | Special Abilities | AC |
|---|---|---|---|---|---|
| 1-15 | Zulu | 1 | +2 desert or plains attack/no fatigue | 1 | |
| 16-25 | Viking w/axe, spear | 2 | +1 vs. non-humans/no fatigue | 3 | |
| 25-30 | Viking w/bow | 3 | +1 vs. non-humans/no fatigue | 2 | |
| 31-35 | Medieval ground spear/halberd/pike type | 5 | +2 vs. mounted troops | 4 | |
| 36-38 | Medieval ground mace/sword/axe | 6 | 5 | ||
| 39-40 | Catapult | 5 | 25 | 1 catapult + 4 Zulu types | 1 |
| 41-44 | Medieval Light Cavalry | 8 | 4 | ||
| 45-47 | Medieval Heavy Cavalry | 10 | 6 | ||
| 48-49 | Small Cannon 6lb | 10 | 20 | 1 cannon +4 Zulu types | 2 |
| 50-51 | Samurai w/sword | 10 | attack +3/ Kamikaze tank attack | 1 | |
| 52-62 | Civil War Rifle | 15 | +1 spear melee | 2 | |
| 63-64 | Medium Cannon 9lb | 15 | 25 | 1 cannon + 4 Zulu types | 2 |
| 65-69 | Civil War Cavalry | 20 | +1 spear melee | 2 | |
| 70-77 | WWI Rifle | 20 | +2 spear melee | 2 | |
| 78-80 | WWI Grenadier | 25 | +3 spear melee | 3 | |
| 81-82 | WWI Shotgun | 25 | 2 | ||
| 83-84 | WWI Mortar | 50 | 1 mortar +2 WWI Rifle types | 0 | |
| 85-89 | Medic | 45 | 1 | ||
| 90-95 | WWII Submachine Gun | 30 | (X2) multiple attacks | 2 | |
| 96-97 | Bazooka | 30 | tank attacks - blast radius of grenade | 1 | |
| 98 | large Cannon | 20 | 50 | 1 cannon + 4 Zulu types | 2 |
| 99 | Machine Gun | 70 | 1 machine gun +2 WWI types multiple attacks | 1 | |
| 100-105 | Engineers | 50 | Explosive attacks/entrenchments/place mines/build bridges | 1 | |
| 106-115 | Small AT Gun | 5 | 75 | crew of 3 | 10 |
| 116-125 | Light tank | 5 | 100 | 15 | |
| 126-140 | Large AT Gun | 10 | 100 | crew of 4 | 15 |
| 141-160 | Medium Tank | 10 | 150 | 20 | |
| 161-185 | Large Tank | 10 | 175 | 30 | |
| 186+ | Players Choice! | ||||
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.
There are a couple of other ways you can help your soldiers survive battles.
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.
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.
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.
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.
| 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. |