"15mm Sci-Fi Wargame Rules Guide"
"15mm Sci-Fi Wargame Rules Guide"
Gavin Syme
    Published By
 Alternative Armies
ISBN 978-1-873997-07-9
 ©Alternative Armies
          1
                                                               USE ME
                                                          15mm Science Fiction
Contents
                                           2
       What you Need to Play                       What makes a Character in Play
To make use of these rules you will             In a game of USE ME the miniatures in
need the following. Firstly a copy of           the playing area are essentially just
these rules (but then as you are reading        what they depict. One 15mm scale
this now we assume you have got that            miniature makes one character, one
already) to hand. Secondly some basic           vehicle equals one vehicle of that type
wargame equipment including some                and so on. All miniatures and vehicles
D6 (six sided dice), one for each player,       of all types should be mounted on bases
a ruler marked out in inches plus some          or another 'foot print' that depicts the
markers and templates. These markers            area they occupy in the playing area.
and templates are used for several              We recommend a base of less than one
purposes clearly outlined in the rules          inch for infantry, one to two inches for
to follow and you can get some for free         vehicles and anything larger should
in electronic form from us if you ask us        have a base that suits it. Use your own
for them. Have the markers and                  judgment and equally if you have your
templates printed and cut out before            miniatures without bases or on your
beginning.                                      own size of bases then use them as they
                                                are. As long as all players agree before
Thirdly you will need an area to play
                                                play commences then that is fine.
upon. This can be the floor, the kitchen
table, your work desk or even the hood          A character can be of any science fiction
of an automobile! Just ensure it is flat        race or a monster, it can be a tank or a
and a minimum of three foot square for          hover bike or mobile artillery. You
moderate sized games of USE ME.                 choose the NAME for your character
Suitable scale terrain can be added from        however the character must be
your collection, or improvised, as your         allocated to one of the character TYPES
chosen scenario dictates.                       provided in these rules for game
                                                purposes. For example you might have
Set up your playing area and lay out
                                                five Klaggan Jump Marines of the
some terrain as per the scenario you
                                                planet Aldabaran IV wielding mark
have thought up or for a straight fight.
                                                seven photronic beamers. But in USE
We can provide some basic scenario
                                                ME terms these would be Character
types in electronic form upon request
                                                type Infantry with a high Elan rating,
for free. Then place your miniatures at
                                                superior rifles and a high movement
opposite edges of the playing area and
                                                rate; perhaps classed as armoured. All
begin!
                                                characters must be given a type before
                                                being put into the playing area. This
                                                can be written down or just agreed
                                                between players.
                                            3
Characters may be grouped into
SQUADS at your discretion, it’s not                        – Turn Sequence –
essential but in larger games of USE
ME its makes play easier and quicker.
                                                     Initiative Phase
You can group between three and ten
characters into one squad. You must                   In Play Phase
nominate a squad leader (use a marker             Characters or Squads with the highest
for this) and all members of the squad          ELAN rating in play activate and conduct
must remain within three inches of the            all movement, shooting, melee and all
squad leader or they become separated             other possible actions until exhausted.
and are treated as such for the rest of            Characters or Squads with the next
the game. A squad must always have                  highest ELAN rating do the same.
a leader and if reduced to less than             Continue down the ELAN ratings until
three members the characters are                 you reach the lowest one and active the
treated as singles once more for the rest                 lowest rating as above.
of the game. Any characters who are                  Off Table Action Phase
Infantry or Light Vehicle can be
                                                  � Consolidation Phase
grouped into squads however all other
                                                    Return to ‘Initiative Phase' unless
types of heavier vehicles may not be
                                                    last turn of game or objective met in
formed into squads and must be
                                                    which case play ends.
singles.
                                                The Initiative Phase consists simply of
                                                each player rolling one D6 dice. The
  The USE ME Turn Sequence                      highest roll is the winner, the second
Before a game begins use your scenario,         highest is second and so on. All ties are
or agree between players, who is allied         re-rolled. Note it down for the turn.
to each 'side' in the coming battle.
Typically there will be TWO, or                 EXAMPLE
THREE or FOUR players in the game               Tom and John are going to play a small two
but only the troops of two armies in the        player game of USE ME. The miniatures
playing area. You can though easily             are set up and its a straight forward battle
have three way fights and even four             to the death. Both Tom and John pick up a
way conflicts with USE ME. Make sure            D6 each and roll. Tom wins with a 5, John
all players know which side they are on         gets 3. Initiative for the turn belongs to
before play begins.                             Tom.
                                                   7
EXAMPLE                                                directly ahead which would make a normal
John’s squad of eight Elan 2 Infantry                  direct shot impossible as you cannot fire
characters are firing at Tom's squad of six            through terrain as stated. But this is no
Elan 4 Infantry characters. John is in                 problem for Tom. The shot is worked out
woodland (difficult terrain) but Tom's men             as normal and a hit is scored. Tom then
are out in the open on a road (excellent               places a 3 Inch round template over the
terrain). The range is 7 Inches from John's            centre of John's Light Vehicle character.
squad leader to Tom's squad leader. John               The template also covers another Light
consults the modifier table for ranged firing.         Vehicle of John’s. Tom must now roll to so
He is within optimum range for standard                if it also is hit.
rifles but not under half that, so no modifier
then, his target is in excellent terrain so that       As long as an indirect / direct weapon
is a +1 modifier, his Elan is 2 so that is a -1        (except grenades) has one crewman
modifier, the whole squad is firing at one             attached to it , it may fire. An indirect
target (the enemy squad in targeting its               / direct weapon which is not a vehicle
squad leader) so that is a +1. This makes a            (such as a light mortar or tripod
net +1 overall. He rolls EIGHT D6, once                mounted laser cannon) must have
for each of his characters and gets these              TWO crew which remain next to it at
results (needing a 3,4,5 or 6 to hit with the          all times (these are included in the
net +1 to each roll). 1,1,2,3,4,4,6,6 = 5 Hits!        statistics and points costs listed) and it
Indirect Fire from characters in play in               must be limbered and moved even if
the playing area is taken for each                     that means carrying it. Non artillery
indirect artillery piece they possess                  characters may not operate these
(mortars, howitzers, thrown grenade)                   weapons. All firing directed at these
and all terrain is ignored but range and               targets must be aimed at the crew and
other modifiers apply as normal.                       not the weapon.
Second shots with indirect weapons                     Grenades and Indirect / Direct fire
and grenades are not allowed. Direct                   weapons have an EXPLOSIVE radius
fire weapons are treated as normal.                    which is listed in the relevant table. If
Grenades are in unlimited supply if                    the explosive radius is not zero then the
paid for and equipped by a character                   target has a template the size required
type (not vehicles).                                   placed over it and all characters
EXAMPLE                                                (friendly and enemy) must roll to see if
Tom possesses a Heavy Vehicle character                they are struck also using relevant
(a mobile artillery piece miniature) which             modifiers). If a weapon is used with an
is fitted with a Heavy Vehicle Indirect                explosive radius that rolls to hit and
Weapon. The range to the enemy target                  MISSES then you must use deviation to
(John's Light Vehicle character – a small              see where the shot lands.
tank) is 19 Inches. There are two buildings
                                                   8
Deviation on a missed shot which has              (privileges of rank!). A squad must
an explosive radius is worked out by              always have a leader and while part of
taking the intended spot for impact and           the squad the squad leader is NEVER
rolls 2D6 dice one after the other. Note          winged or struck or killed. All other
that all directions are given assuming            members of the squad are removed first
that FORWARD is the direction the                 which means the squad will break up
firing character is facing while making           into single characters before the squad
the shot or if no character is present            leader is affected.
(such as off table support) forward is
                                                  However once the squad leader is a
the direction AWAY from the play area
                                                  single character he is fair game like
edge belonging to the player. The first
                                                  anyone else!
roll gives a result of:
                                                  The possibility of damage and death
1 – Forward
                                                  depends on the PENETRATION of the
2 – Forward
                                                  attacker's hit against the DEFENCE of
3 – Forward
                                                  the targets armour and or natural
4 – Right
                                                  survival abilities. All weapons have a
5 – Left
                                                  penetration value and all troops type
6 – Backward
                                                  have a defence value.
The second roll gives the number of
inches in that direction the shot misses          Penetration Value Table
by. Place the template on the new                 Infantry Weapons against Infantry        +0
                                                  Infantry Weapons against Light Vehicle   +0
deviated spot and work out any enemy
                                                  Inf Weapons against Heavy Vehicle        -1
or friendly hits it gives. Note that in the       Inf Wpns against Super Heavy Vehicle     -2
case of infantry grenades the maximum
                                                         Inf served Veh Wpn (2 Crew)
distance is three inches, results of 4,5 or                    against Infantry +1
6 are treated as a result of 3.
                                                  Inf served Veh Wpn (2 Crew) vs Light V +1
In the case of all shots once the attack            Inf served Veh Wpn (2 Crew) vs other
roll is made and modifiers applied if                          Vehicle types -1
the shot is missed then we move on but                Veh Weapons against Infantry and
if the attack hits the target then you                      Light Vehicle    +2
must see if damage takes place.                            Vehicle Weapons against
                                                             Heavy Vehicle   +1
When shooting at a squad and hits and
                                                          Vehicle Weapons against
kills are made then the process is
                                                          Super Heavy Vehicle +0
slightly different. The player who
made the hit can CHOOSE which of the
characters in the enemy squad is
winged, struck, killed etc BUT it may
NOT be the squad leader
                                              9
          Defence Value Table
               Infantry +0                         WINGED characters may continue to
        (If Armoured Type add +1)                  act as normal but suffer an additional
              Light Vehicle +1                     -1 to all firing and other combat actions.
        (If Armoured Type add +1)                  Another hit with a winged result makes
             Heavy Vehicle +2                      the character act as STRUCK instead.
        (If Armoured Type add +1)
                                                   STRUCK characters suffer the same
          Super Heavy Vehicle +3                   effects as being WINGED however
        (If Armoured add Type +1)                  they may now also only make one
      Character is Hunker Down +2                  action per activation and treat all
    (add to any other modifiers above)             movement as if in DIFFICULT terrain.
                                                   Another hit of WINGED or STRUCK
The attacker now rolls 1D6 dice and                on the character results in it being
adds the correct penetration value for             KILLED.
their weapon and character type from
the table. The target also rolls 1D6 dice          A character who is a flying or gravity
and adds their defence value for their             repulsar type is killed on a STRUCK
character from the table.                          result as well as a KILLED result; they
                                                   simply crash into the ground.
Then compare the results;                          Characters carried in a transport of any
                                                   kind suffer the same result of being hit
If the attacker rolls less than or equal to        as their transport does.
the target – NO EFFECT
If the attacker rolls +1 more than the
target – TARGET WINGED                             EXAMPLE
                                                   Elsewhere in the battlefield a squad of five
If the attacker rolls +2 more than the             Elan 5 rated infantry characters belonging
target – TARGET STRUCK                             to Tom have rolled three hits against an
If the attacker rolls +3 or more than the          Elan rated 2 Heavy Vehicle belonging to
target – TARGET KILLED                             John. Now its time to see if any of the hits
                                                   do some damage. As the squad fired at one
Place the correct marker next to the               target here is the modifier applied to each.
target or if the target is killed replace          Infantry Weapons against a Heavy Vehicle
                                                   -1. John’s vehicle has a net +2 for being
the miniature with a special casualty
                                                   Heavy (it does not count as Armoured so
miniature or place it on its side in the
                                                   no additional +1 there). Tom rolls three D6
same place in the playing area; its out
                                                   and adds his +1 to each for Penetration
of the game.
                                                   results......
                                              10
John rolls an equal number of D6 (three)             Melee Combat
for Defence adding his +2 bonus to defend            Melee or close combat can only occur
against the shots; declaring as he rolls each        when two characters are in contact.
of them which of Tom's rolls it is to oppose.        Contact is defined as the bases of the
First opposing roll Tom 4, John 4 = NO               characters physically touching after one
EFFECT. Second opposing roll Tom 6,                  character moves into and against the
John 5 = TARGET WINGED. Now on the                   other. Melee is declared as a first or
third roll this is important a John's                second action and is then resolved
character is now damaged; the opposed roll           EXACTLY the same way as ranged fire
is...Tom 3, John 2 = TARGET WINGED.                  except      that    the      target     is
Disaster for John as the two WINGED                  AUTOMATICALLY hit and you move
results are now combined and the character           straight onto the Penetration verses
counts as STRUCK. He places a struck                 Defence values D6 roll plus relevant
marker next to his miniature.                        modifiers. Rolls are compared the if
                                                     applicable the losing character places a
Weapon Type and Optimum Range
(Table in Inches) (Explosive Radius)                 marker for winged, struck or killed.
                                                     THIS MUST BE THE CHARACTER
Infantry Side Arms          4 Inches (0)             IN BASE TO BASE CONTACT there
Infantry Standard Rifle     8 Inches (0)
                                                     is no free choice in melee. If the target
Infantry Superior Rifle     10 Inches (0)
Infantry Heavy Weapon       12 Inches (0)
                                                     is missed or not killed it may
Infantry Grenade            4 Inches (1)             IMMEDIATELY make ONE melee
Infantry Support Direct Vehicle Weapon               attack straight back against its attacker.
(Crew of Two) 16 Inches (1)                          This does not count towards that
Infantry Support Indirect Vehicle Weapon             character’s actions for the turn.
(Crew of Two) 20 Inches (1)
                                                     In the case of squads in melee only the
Light Vehicle Automatic Wpn 10 Inches (0)
                                                     characters who are in contact with an
Light Vehicle Cannon        16 Inches (1)
Light Vehicle Indirect Wpn  20 Inches (1)
                                                     enemy character (who is in a squad or
Heavy Vehicle Automatic Wpn 20 Inches (1)            not) may make a close combat attack.
Heavy Vehicle Cannon        30 Inches (2)            This is resolved as normal. If the squad
Heavy Vehicle Indirect Wpn 40 Inches (3)             leader is involved in melee and is
Super Heavy Vehicle Auto Wpn 30 Inches (2)           effected then, as with ranged fire, the
Super Heavy Vehicle Cannon 40 Inches (3)             effect is passed on to any other member
Super Heavy Indirect Weapon 50 Inches (4)
                                                     of the squad of the controlling players
Note: All ranges measured from centre of             choice.
firing character to centre of target.
                                                     There is a limit of four on one target for
Minimum range applies only to heavier
                                                     melee meaning no target may ever be
weapons and is stated above in brackets.
                                                     attacked by more than four characters
                                                     in one turn.
                                                11
EXAMPLE                                              its next activation. It may not move or
Two squads of five get into a tussle and             fire but may defend itself in melee as
melee combat is begun when Tom moves his             normal if attacked. Place a marker next
Infantry into base to base contact with              to the character. This effect lasts ONE
John's. Arranging his characters within 3            turn; UNTIL THE CHARACTER IS
inches of the squad leader he brings three of        ACTIVATED AGAIN.
them into contact with three of John's
characters including his squad leader. The           A squad can hunker down if the squad
modifiers to both sides are worked out and           leader choses it to do so. Place a marker
the same modifier applies to ALL three               next to each character to show the
melee attacks as they are in the same squad.         effect. However the ENTIRE squad
There are no modifiers as both sides are             must take this action or it is not in effect
Infantry with Infantry weapons, neither is           for any character in the squad.
Hunkered Down and none of them are
WINGED or STRUCK. Tom rolls a 4,6,6                  Special Action
and to oppose it John rolls a 5,4,2. This            While the USE ME rules do not require
means a net result of -1 on the first melee          any special actions some players wish
(NO EFFECT), +2 on the second                        to include them in their games. You can
(STRUCK) and +4 (KILLED) on the last.                see the advanced rules for details of
So John’s first character is unaffected, the         these. All special actions listed in the
second takes a struck marker and the third           advanced rules are used in play at this
(which happens to be the squad leader) is            point by characters if they are able to
killed. However as the squad leader cannot           do so.
be killed which in a squad John elects to
move the kill result to the character with           Unique Action
the struck result (well he was near dead             A unique action can only take place
anyway!). This now means that John can               when a scenario has it included. For
elect to strike back right away in melee with        example if your game requires that a
the No Effect result character and the squad         bomb is placed that is a unique action,
leader.                                              or that a notable personality is rendered
                                                     unconscious that is also a unique action.
Hunker Down                                          These should be agreed by players
A character of any Infantry or Light                 before the game commences.
Vehicle type may declare its entire
actions for its activation to be Hunker              Once all characters have been activated
Down. No Heavy Vehicle or Super                      and chosen their actions and the
Heavy Vehicle or Flying or gravity                   outcomes of all those actions have been
repulsar type of character may ever                  played then the In Play Phase ends for
hunker down. Once the character has                  the turn and the Off Table Action Phase
declared itself to be hunkered down                  begins.
then it gains the listed benefits until
                                                12
     The Off Table Action Phase                   High Level Air Support
                                                  If your force has chosen this option then
This phase is not required for the
                                                  you may place three two (2) inch
typical game of USE ME and should be
                                                  templates anywhere in the playing area.
skipped unless you wish to add
                                                  However these templates must be in a
elements to your play which are
                                                  straight line and must be between three
included here. These elements should
                                                  and six inches apart to represent the
be agreed and worked out before the
                                                  strafing run of the aircraft. Roll a D6
game begins. See below.
                                                  dice as with an artillery support hit and
In this phase all off table artillery, air        follow the rules for hitting and possible
and space support can be called in.               deviation. Work out hits as normal
Also any characters who enter the                 assuming the air strike to have a
game late get their chance to join the            Penetration value of +2 against ALL
fray.                                             types of characters. Unless otherwise
                                                  stated this is a ONE use per take
Long Range Artillery Support                      support option per game.
If your force has chosen this option then         This support costs: 20
secretly nominate a spot on the playing
area and note it down. That is it for this        Orbital Dart Support
Turn. In the next turn, in this phase, the        Your forces are in luck, you control the
artillery strike lands. Show the written          space far above the fight. A starship
note of the target location to your               will drop a 'dart' on the battle area
opponent and then take a four (4) inch            causing massive damage. As with
round template and place it with its              artillery support note down a spot for
centre on the named spot. Then roll               impact and then wait TWO turns. The
1D6 dice. On a result of 4,5 or 6 the             dart will land in this phase not this turn
strike lands exactly where it is                  or the next but the AFTER THAT.
supposed to. On a result of 1,2 or 3 it           There is no chance of deviation so no
deviates using the already outlined               hit roll is required. Place a template of
deviation rules. Work out all hits as             ten (10) inches on your chosen spot
normal assuming the artillery strike to           once it is revealed. EVERY character
have a Penetration value of +3 against            under the template must work out hits
ALL types of characters.          Unless          as normal assuming the dart to have a
otherwise stated this is a ONE use per            Penetration value of +1 against ALL
take support option per game.                     types of characters. This may only ever
This support costs: 20                            be used once per game by a player.
                                                  This support costs: 25
                                             13
Inserting Additional Forces                                Consolidation Phase
If you have decided in your mission to
                                                  At this point in the turn remove all of
have characters brought in after the first
                                                  the killed miniatures and no longer
turn of play then it is done in this
                                                  needed markers. This tidies up the
manner. All ground troops of any type
                                                  playing area.
roll 1D6 at this point in the turn if the
player wishes them to enter. On a                 Also at this time see if its the end of the
result of 4,5 or 6 they appear at the             game, the last turn or if the stated
players own edge of the playing area              scenario objective is met by one side or
anywhere along it. On any other result            another. If its not the end of the game
they enter at this point in the NEXT              then begin the next turn with the
turn.                                             initiative phase and continue on.
Only one roll is taken per character, one
                                                                  -- END --
per squad or one per transport which
includes the characters inside it.
If you have chosen to have 'drop troops'
then they may insert ANYWHERE in
the playing area. Make a D6 roll as
above and on a successful roll place the
characters where you wish, this
includes melee.
On a failed roll place the characters
where you wish but roll 1D6 for each
                                                                           HOF33
of them on a 6 they are killed on
landing. Any Infantry or Light Vehicle
types may be drop troops.
Any kind of flying or gravity repulsar
characters may be drop troops AND
they NEVER miss when landing and
have no chance of being killed on
impact.
This support costs: 3 per character
elected to use this mode of insertion.
                                             14
              USE ME
           Advanced Rules
These following mechanics are not
required for the USE ME game but can
be added if you wish for a more
involved experience during play. Insert          Energy Shield:             This character
them at the correct place in the phases          possesses a flickering aura of energy
of the turn.                                     which can intercept a hit and nullify it.
                                                 The FIRST time the character is HIT
Special Actions                                  the energy shield flares and the hit is
Each of the special actions described
                                                 discarded. This occurs regardless of the
here are made use of in the 'In Play'
                                                 result of the hit, if it has NO EFFECT or
phase of the game turn. Each has a
                                                 WINGED or STRUCK or KILLED.
description along with possible
                                                 One use only per game. This special
character types who can choose it and
                                                 action takes place automatically when
the cost to each of doing so.
                                                 needed in the turn. When assigning to
                                                 a character add 10% rounding up to the
Sniper: This character has advanced
                                                 nearest 1 to the cost of the complete
equipment and abilities to make more
                                                 character.
accurate shots in combat. In the in play
phase the character may make one shot
                                                 Hero: This character is a legend among
per activation at a target with a +1
                                                 his forces, a terrific soldier or a vehicle
modifier. Any other shot in that
                                                 which has survived many campaigns.
activation is as normal.          When
                                                 This character may roll 1D6 each time
assigning to a character add 10%
                                                 if suffers a KILLED result in combat,
rounding up to the nearest 1 to the cost
                                                 on a result of 6 it is merely STRUCK,
of the complete character.
                                                 on a result of 5 it is WINGED, on a 4 it
                                                 is unharmed. On any other result it is
Auto Repair: This character may make
                                                 killed as normal. This special action
ONE attempt per game to improve
                                                 takes place automatically when needed
their current state of damage / injury
                                                 in the turn. When assigning to a
by one grade in the consolidation phase
                                                 character add 25% rounding up to the
of a turn. Roll 1D6 on a result of 4,5 or
                                                 nearest 1 to the cost of the complete
6 the character may move from
                                                 character.
STRUCK to WINGED or from
WINGED to NO EFFECT. When
assigning to a character add 10%
rounding up to the nearest 1 to the cost
of the complete character.
                                            15
       THE CHARACTER TYPE RATE AND COST
                TABLE - PART 1
                             16
          THE CHARACTER TYPE RATE AND COST
                   TABLE - PART 2
                                         17
In the character type rates and costs          EXAMPLE
table are presented the formula for the        Tom wants to make up a platoon sized force
choices open to each type of character         to go with his group of infantry miniatures
in terms of Elan rating, Movement rate         and his three small tanks. To this end he
in Inches, possible choices of ranged          decides on three Heavy Vehicles and three
weapon and the cost of making that             five character Infantry Squads. Each of the
character 'armoured'.                          vehicles will be the same and each of the
                                               squads will be the same. Here is how he
If the entry running down the table for        does it with costs in brackets;
your choice of character is BLANK then
you may NOT choose it.                         Infantry Character, Elan 5 (8), Move 6 Inch
                                               (5), Standard Rifle (2), Armoured (3) for a
If the entry contains a number this is         total of 18 per character. This means a cost
the COST you must pay to equip the             of 18 x5 = 90 per squad of five. Then a total
character with that rate or weapon etc.        of 270 for all three squads.
Total the cost for all elements of your
                                               Heavy Vehicle Character, Elan 4 (10),
character to give total cost.
                                               Move 4 Inch (5), Vehicle Cannon (7),
Every character must have an elan              Vehicle Automatic Weapon (5) for a total
rating, a movement rate and a weapon           of 27 per Heavy Vehicle. Then a total of 81
choice made (though characters may             for all three vehicles.
have more than weapon if they pay the          He then decides to take a Long Range
cost for it).                                  Artillery Support option for cost 20.
                                               The total cost of his force therefore is 371.
HOF59
                                          18
       Miniatures for USE ME                     Heavy Vehicle
                                                 All miniatures which are large mecha,
What are my miniatures on the
                                                 main battle tanks, the largest gravity
character type table?
                                                 repulsar tanks, flying saucers and as
When you are making up your forces               such are only deployed in full scale
for playing this game you will want to           warfare.      Can be armoured if
know just what the miniatures in your            particularly impressive specimens.
collection can and would be in game
terms.                                           Super Heavy Vehicle
                                                 The ultimate in all types of vehicles, the
You can use any miniatures you like but
                                                 biggest mecha, the largest tanks, the
each must be assigned a character type
                                                 toughest of the tough.          Can be
in your forces.
                                                 armoured if a true behemoth. These
It is YOUR choice to make but here is a          are rare indeed and real trouble on the
simple but rugged table of typical kinds         battlefield.
of miniatures and what they would be
in game terms;
                                            19
           A Force Roster
       In your USE ME games
                                                 A roster should consist of a paper or
When you are playing small games it’s
                                                 electronic form with the headings
not really desired to make use of a
                                                 below in the image. Each heading
roster to list your forces. Also when
                                                 should have enough sub-divisions for
playing a single game you will not want
                                                 you to make an entry for each of your
to spend the time listing your forces if
                                                 characters:
they will not appear again.
However if you are using several
squads and vehicles or even bigger
forces, or if you intend to keep track of
your forces and start a campaign of
linked games then you might want to
create a roster.
               Force Title:
               Player Name:
Force Notes:
                                            20
          USE ME                                 Those who were hurt or damaged in
                                                 play have a chance of recovery before
       More Than Once!                           the next encounter with the enemy.
      The End of Play is not the                 Take each WINGED or STRUCK
          End of the Game                        character and one by one roll a D6 for
Most of the time you will want to set            them. One roll only and you must
up a quick game and then make use of             abide by the rolled results shown below:
these rules to deal out death and
mayhem to your opponent. That is just            D6 Roll Result
fine, by all means go ahead and have             1 – Beyond help. Treat as KILLED
fun doing it.                                    2,3,4 – Goes into the fight next time as they
                                                 are now.
But sometimes you might just want to             5 – The status of the character improves by
do a little or even a lot more by                ONE level.
continuing the story after the game has          6 – The status of the character returns to
finished. Many players will ask 'what            normal.
happened to those guys in the 5th Shock
Battalion after we took Proxima City from        There are modifiers to this D6 roll.
the Jalharth Protectorate?'.                     Apply those to the roll that fit your
Here is how to find that out.                    situation:
                                                 You won the game +1
After the Game                                   You lost the game -1
If you decide you want to keep on                Character is Infantry +1
playing with the forces you have                 Character is Super Heavy Vehicle -1
created once your game of USE ME is
over then you will need two things.              Note that a single increase in status
                                                 means that if the character was
Firstly you will need your force roster,         WINGED they are now back to normal
a record of all the troops at your               and if they were STRUCK they go into
command during the battle.                       the next fight as WINGED.
Secondly you will need to determine
what has happened to all of those who            Once you have completed this process
survived and who were killed in play.            you can then move on to those who
                                                 were KILLED in action during
Using your roster look at all of those           play...there is a slim chance that they
characters of all types who survived the         might have survived the fray.
fight.
                                                 Go down your force roster and make
                                                 one D6 roll for each KILLED character:
                                            21
D6 Roll Result                                        Playing linked games needs only that
1,2,3,4 – Beyond help treat as KILLED.                you set up two or three ideas and that
5 – The character limps back to base.                 players begin with a set amount of
Treat as STRUCK in next game.                         characters (you could agree a set
6 – The character is really lucky.                    amount of points or cost in characters).
Treat as normal in next game.
                                                      Create your force roster as normal and
There are modifiers to this D6 roll.                  then begin the first game. Once it’s over
Apply those to the roll that fit your                 then use the 'After the Game' mechanics
situation:                                            in this book to see what happened to
                                                      those killed, winged or struck. Then
You won the game +1                                   update your roster and begin the
You lost the game -1                                  second game with your forces as they
Character is Infantry +1
Character is Super Heavy Vehicle -1
                                                      are AFTER all of the events of the first
Character is Flyer or gravity repulser type -1        game are recorded. Repeat this for each
                                                      game or link in the chain.
That's it you are ready for the next                  We recommend no more than three or
game using this force.                                maximum four linked games with the
Remember though to re-arrange your                    same forces as eventually you WILL
forces and squads to keep account of                  run out of characters due to enemy
casualties before the next game.                      action.
                                                      This is a brilliant way to have a more in
                                                      depth experience with your gaming
                                                      because though one off games are fun
                                                      it does make a real difference to the way
Linking Single Games of USE ME                        you play if you know your lads have
If you have decided to update and keep                another battle waiting for them!
track of your forces then it’s for the
purpose of using them in another game.                If you do however fancy an even more
                                                      in depth approach to playing USE ME
This is called 'linking games' and                    then you might want to take on the
typically the linked games will happen                ultimate challenge of a campaign!
one after the other, like links in a chain,
against the same opponent over a week
or a month and so on. A great way to
game regularly with your friends or
your local club.
                                                 22
Campaigning with USE ME                          This can be by points or cost using the
                                                 rules here or it can be narrative in that
To make up an entire campaign for USE
                                                 you decide the forces to suit the
ME is the ultimate achievement for any
                                                 campaign only (who says it needs to be
tabletop wargame player. Indeed many
                                                 fair!).
players never successfully pull off a
campaign and you should be very sure             A key point in the campaign can be the
that you want to put in all the work and         arrival, or not, of scheduled re-
that you can manage a commitment of              inforcements for either side. This
this size.                                       should be tied into how well the players
                                                 are doing, meaning the side who has
You must first think of an idea for the
                                                 won the most scenarios should have
campaign, see the Linked Games and
                                                 more chance of back up.
Campaign Ideas section for this, then
you need to sub-divide it into more              You can do this in game by dropping
than four linked scenarios with a                troops onto the field, you can roll a D6
beginning a middle and an end.                   between scenarios with a modifier
                                                 giving a 50/50 chance of each character
This is a process path for players with
                                                 turning up when they are supposed to.
one or more taking the 'attacking side'
                                                 Its all part of the drama.
and one or more taking the 'defending
side' as each scenario and the entire            A campaign takes place over days,
campaign needs two forces who oppose             weeks even in fictional time but often
each other. Decide on an ultimate                even longer in the real world and you
objective for one side and then the other        must plan ahead and set times, places
and then break it down into the process          and dates for your campaign missions.
so that each scenario joins up.
                                                 Also one player must hold the records
Like linked games your forces will               and ensure fairness between games.
suffer casualties and destruction. True
some of your characters may survive
death or get better between games but
in a campaign that will not be enough.
You will need reinforcement as well as            HOF43
your initial forces to continue the fight
and this can be a big part of the fun!
When you decide on the campaign
setting, number of scenarios, sides and
players you will need to allocate forces.
                                            23
Linked Games and Campaign Ideas                    Lay out all of the 15mm science fiction
                                                   miniatures you have access to along
The world is chock full of brilliant ideas
                                                   with all the battlefield terrain, dice, tape
for USE ME games. Single one off
                                                   measures and such. Look at it carefully,
games, a chain of three or even
                                                   what can you do?
campaigns of a dozen encounters with
all the chances of reinforcement and               If your collection includes no vehicles
strategy. Those of you interested in               then its an infantry action for you. If
science fiction will already have seen,            your terrain collection has no buildings
read and absorbed many tall tales plus             then your games must take place in the
you watch the news and can use your                countryside and so on. Jot down what
imagination.                                       you have and then sort through your
                                                   ideas pile for one that fits the bill. Then
Take one of your favourite films or
                                                   break the idea in two or three parts for
books, a comic, or an existing wargame
                                                   separate games with each game
setting and pull it apart into an 'ideas
                                                   influencing the next.
pile'. An ideas pile consists of plots, set
pieces and themes taken from your                  Secondly the expansive approach
chosen material. A film might have a               which is where you begin with an idea
really good plot that can be turned into           and then go out and achieve it. Take
three linked scenarios. Your book                  from your ideas pile a campaign that
could have an alien army in it that                you really want to try out. Perhaps it’s
could be recreated in miniatures to                the storming or a city, or an amazing
make up your force.                                retreat to the space port or even a siege
                                                   where your brave soldiers have to hold
A wargame setting could well have
                                                   out against waves of intergalactic
motives and special conditions that can
                                                   killbots!
be added to a chosen scenario. Your
ideas pile can be kept on paper as notes           Your collection of miniatures and
or in your head; it should always be               terrain then needs to be accessed and if
growing!                                           required it must expand to fit your
                                                   plans. You will need all of the forces
There are two main ways to go about
                                                   for your linked scenarios in this setting.
thinking up a setting for a campaign or
                                                   Draw up an ideal list of miniatures and
series of linked games.
                                                   then make it your goal to collect and
Firstly the practical approach which               paint them in order to play out your
takes into account what you already                ideal scenarios.
have in your collection and what you
                                                   Good luck!
can do with it.
                                              24
                  SOLO PLAY GAMES OF USE ME
It is not always the case the you will        A is for the side which is generally the
have access to another living, thinking       aggressor.
and willing human being with which
to have a quick game of USE ME. So            B is for when both sides are generally trying
you say, that's right I often don't, it’s     to obtain the same objective such as a
                                              meeting engagement or trying to secure a
hard to get people together at times and
                                              piece of terrain in the middle of the table.
maybe I just want to chuck some six
siders and see if the Terran                  C is for the side that is acting as the defender
Confederacy can beat the machine              in a given scenario.
mind of Andros 12.
                                              Given this knowledge, you must roll
If this is the case and you wish to play      here to determine the general
on your own the following solo rules          aggression level of the enemy force.
come into use. It should be kept in mind      Use a D6 dice:
that due to space constraints, a certain
degree of common sense is required            D6 Roll Roll Result
when using the solo rules. In odd             Rating A –
situations unforeseen by these rules the      1 to 4 Aggressive, 5 Neutral, 6 Defensive
tossing of a coin should always               Rating B –
supersede the rules as listed here. Your      1 to 4 Neutral, 5 Aggressive, 6 Defensive
characters should behave in a manner          Rating C –
that suits them in the game you are           1 to 4 Defensive, 5 Neutral, 6 Aggressive
playing.
                                              Aggressive
The Solo rules have been written              The figures in the enemy force will
concisely and are intended as general         generally attempt to engage in hand to
instructions for directing the actions of     hand and will abandon safety for the
your "robot" opponent. Feel free to           opportunity to inflict damage on your
modify, replace or completely ignore          men.
any rules you see here. They are simply       Neutral
a suggested way for you to play the           The enemy force will try to balance
game. So long as you can agree with           attacking and keeping itself alive.
yourself on which rules to use, it's okay
with us!                                      Defensive
                                              Will have a tendency to stay put or
USE ME Solo Rules                             search for cover and attack you from
When playing a Solo game you should           afar.
follow the rules and process laid out as
follows. Every game will have a
rating of A, B, or C for each side.      25
The enemy force in these basic solo              Characters will fire when in optimum
rules will always consist of a points or         range only. If an enemy can be brought
cost within 10% of your own force.               into close combat this will be done over
They will be armed with weapons and              firing as an activation. Characters will
have elan ratings that MAKE SENSE                never hunker down.
for the miniatures you have. They may
                                                 In general the character will prioritise
or may not have one lot of Off Table
                                                 attack over all other concerns.
Support.
You may group infantry characters into           Neutral
squads if the size of the game makes it          Characters will take a balanced
reasonable.                                      approach to contact with the enemy.
                                                 They will use one action per activation
During play you follow the normal
                                                 for movement towards the nearest foe
rules for setting up and for each turn
                                                 and the other for firing once in
sequence. You activate and use your
                                                 optimum range.
own forces as normal. However when
the 'robot' player activates his                 Cover will be sought and characters
characters here is the process.                  will attempt to prioritise easier enemies
                                                 when possible meaning infantry will
The 'robot' player activates his
                                                 seek infantry over vehicles and vehicles
characters on elan rating first and then
                                                 will seek over vehicles over infantry.
secondly by the closest character or
                                                 Close combat will be initiated if in
squad to the enemy i.e your forces. The
                                                 range of a single movement otherwise
behaviour of the 'robot' player is based
                                                 ranged firing. Characters taking fire
on the aggression level rolled up for
                                                 will hunker down and this will draw in
him. Consult the correct rating from
                                                 the nearest friendly character in
the three here and use it for the whole
                                                 support.
game:
                                                 In general this force will meet the
Aggressive                                       objective while taking some risks.
Characters will at all times attempt to
move into optimum weapons range of
the closest enemy target. They will
continue to fight this target until it is
killed or they are. A new target will
then be chosen. Infantry will attempt to
fight infantry over vehicles when given
the choice and vehicles will attack any
target.
                                            26
Defensive                                        Ending a USE ME Solo Game
Characters will attempt to hold their
                                                 A solo game should be set to last ten
positions and or find cover at all times.
                                                 turns or for a specific objective. The
If they can make an attempt at firing
                                                 game ends when the turns expire, the
they will take it over movement even
                                                 enemy or your forces flee or all perish,
at more than optimum range. If not
                                                 or the objective is met. Determine your
firing or seeking cover they will if able
                                                 victory conditions before play begins.
hunker down. If an objective requires
movement to take it this will be done            Most two player scenarios can easily be
by the whole force to 'sit on the                used for Solo Play by changing the
objective'.                                      Defending or Attacking player for the
                                                 solo rules and you taking the other
They will avoid close combat by
                                                 position.
retreating ONCE and then attack in
close combat.
In general they will attempt to meet
their objective without loss of life on
their part.
HOF42
HOF41
                                            27
     The Hordes of the Future (HOF) range
     of high quality 15mm scale science
     fiction miniatures is known all around
     the world. With a huge variety of packs
     and excellent value the HOF range is a
     natural choice for your sci-fi armies!
     There are well over a hundred fifty
     different packs. Here are selected
     pictures.
28
29
30
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 The Classic 15mm Science Fiction Range
   Man has reached the Stars and the highest                     Laserburn Range Series
pinnacles of science and civilisation, and is now
well on his way down the long bloody slide back                          The 100 Series
                  to barbarism.'                         Adventurers and Star Soldiers. civilians,
                                                         sentinels, law officers, thugs, adventurers.
This classic British range in 15mm is
supported by a large range of highly detailed                          The 200 Series
and great value miniatures depicting                     Starship Crews. Crewmen,              officers,
everything from Imperial Infantry in                     merchant, spacesuits, jetbikes.
fatigues, power armour and dreadnought
armour to rebels, civilians, thugs,                                     The 300 Series
adventurers, law officers, spacesuits and                Imperial Troopers. The Forces of Imperium
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with many aliens and a full range of normal              combat droid, bikes .
and exotic vehicles.
                                                                       The 400 Series
You can choose from a massive range of                   Redemptionist Forces - The Forces of the Red
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                                                                          Vehicle Series
                                                            Flitcar, Hovervan, Armoured Vehicles,
                                                           Artillery, Jetcopter, Helicopter, Bikes etc
                                                    31
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                                                                which you can have upon request.
Email us on sales@alternative-armies.com
                                                           32
33
       ULTRA SIMPLE ENGINE FOR
       MINIATURE ENGAGEMENTS
              PRESENTS
              D6 ACTION
              FAST PLAY
           TOTALLY GENERIC
   USE ANY AND ALL YOUR MINIATURES
34