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Welcome to scream aim fire second edition, these rules are designed to be played at 15-28mm
scale. The game is a complete overhaul of the first game i hope you enjoy playing this edition
take aim now FIRE!!!!!!!!!!!
D-Day was the largest amphibious invasion in history. More than 160,000 Allied troops -- about half of them
Americans -- invaded Western Europe, overwhelming German forces in an operation that proved to be a
turning point in World War II.
BASING
Scream aim fire can be played with miniatures that are individually based or with miniatures that
are multibased. The game uses a suppression points system were each unit gains more
suppression points over the course of the game. When you come across SP in these rules it
refers to suppression points. (players will need to keep track of sp by using dice, micro dice or
writing it down)
THE TURN:
Players roll off to see who has the initiative for the turn. Whoever scores the highest will be the
first active player.
Recovery phase.
COMMAND DICE
Command dice allow players to try and activate their units. Each player has 4d6 command dice
each turn, roll these needing 3+on each dice. Take any successful dice and assign them to any
unit the player wishes, you must clearly state which units are being activated this turn. The
active player may now start using a unit at a time each unit can peform 2 actions move fire or fire
then move. Doubles 6s, if a double 6 is rolled the active player gains 5 points to his morale
score. If 3 or more 6s are rolled the active player can use off table artillery (refer to off table
artillery)
COMMAND POINTS
Each player has 10 command points available to them, you can use these to activate extra units
To activate a unit with command points it cost 2cp. A player can only activate upto 2 units in this
way. Once these points have been used you will recive a -2 modifier on command dice rolls.
(player A has used all his command points he rolls his command dice but now needs 5+ to be
able to assign them to units)
MORALE SCORE
Once a unit has taken 5 suppression points the opposing player will add 5 to his morale score.
For every 5 suppression points after this he will add 5 to his score. When a unit is destroyed the
opposing player will add 10 to his morale score. This score can vary depending on what
scenario is played. The side that reaches there morale score first will secure victory. As this
score increases your men are more willing to fight and destroy the enemy. Using the morale
chart you can keep track of your morale.
MORALE CHART
Operation Market Garden was a partially successful World War II military operation fought in
the Netherlands from 17 to 25 September 1944, planned primarily by Generals Brereton and
Williams of the USAAF with the operation predominantly led by Corps of the British Army.
MOVING UNITS
Units can move once per activation, infantry can move 6inch and units such as tanks and half
tracks can move 8inch. Movement can happen before or after shooting, deployed guns such as
pak40s can only move 2inch this shows the crew trying to man handle the gun. Infantry must
keep within 1inch of another man this keeps it clear who is in what unit. Infantry inside halftracks
cannot disembark if the halftrack moved in its activation.
Infantry units can move into a building if they are within 2inch at the end of thier movement.
However the unit cannot enter the building until thier next activation. When a unit enters a
building it takes all of thier activation to do so, therefore the unit will not be able to fire. If a unit
wishes to exit a building roll 2d10 any doubles rolled means the unit cannot exit the building, any
other result they can exit the building using the whole of there activation. (a German infantry
unit has taken cover in a building, they want to exit and cross the street to the next building.
They roll 2d10 and score double 1s there fore they cannot exit the building the risk is to high)
LINE OF SIGHT
When drawing line of sight to an enemy unit, you must be able to see at least one man from that
unit. If you have line of sight then you can fire at the unit, the whole unit will take damage not
just those that can be seen. Armoured vehicles must have at least 50% of the vehicle in cover to
claim it. Low hedges and shrubs do not count as cover for armoured vehicles.
An infantry unit can choose to hit the dirt when being fired at, if they perform this action they
have a -2 to all suppression points for the turn. The unit cannot perform any action in thier next
turn. (German infantry are fired upon from a British infantry squad in the woods, the player
declares his unit will hit the dirt this unit will now take off 2sp from the incoming fire. The British
roll and inflict 3sp on the unit but the Germans hit the dirt so reduce this to 1)
SHOOTING
Infantry units shooting will first have to roll a d10 to see what state their unit is in the unit may be
fully alert and up for the fight or they may not be able to ready themselves quick enough. Roll a
d10 and consult the combat ready chart.
5 Combat ready
6 Combat ready
7 Combat ready
8 Combat ready
If a unit is combat ready it may fire, check the unit is in range. If the enemy unit is over half range
the unit firing has a -1 on thier roll. Roll a d10 and consult the suppression chart. The enemy unit
will take a number of suppression points depending on your score. If a unit is in cover it will have
a -1 modifier when receiving sp, units in heavy cover will receive a -2 modifier. (German infantry
fire at a British infantry unit inside a building. They roll a 10 and will cause 4sp but as the unit is
in cover they -2 off this result so they take 2sp) Each unit has a set amount of suppression
points it can take, once a unit goes over this they are removed from the game.
SP TABLE
1 No effect
2 No effect
3 1sp
4 1sp
5 2sp
6 2sp
7 2sp
8 3sp
9 3sp
10 4sp
SNIPER TEAM
Snipers act as a 2 man team, sniper and a spotter. When a sniper fires his spotter must be in line
of sight of the target, the sniper can then proceed to open fire on the target. Roll a d10 any
score of 3+ means the sniper has enough time to scope in on his target. Then roll as normal to
hit the target but with 2d10, pick the highest result. A ny doubles rolled will kill an nco if
targeting an infantry unit, (morale score increased by 10 if killed) if targeting a 1st lieutenant roll
1d10 needing a 10 to kill him. (morale increased by 15 if killed) Any infantry unit hit by a sniper
cannot move in there next activation, they are to busy keeping there heads down trying to work
out where the shot came from. (an American sniper and his spotter have line of sight to an
infantry unit in the open. The sniper rolls a d10 and scores a 3, he has enough time to scope in
on his target. He now rolls 2d10 and scores a 1 and a 5, he takes the 5 and the infantry unit take
5sp and cannot move in there next activation)
RADIO TEAM
A radio team may be taken into battle, they push up front to gain intel and relay back to other
units. If a radio team is within12inch of an infantry unit, the infantry gain a +1 to their combat
ready roll.
MORTAR FIRE
When firing with a mortar select a unit then roll to see the effect of the hit. Medium and heavy
mortars can fire at units in buildings. If a mortar fires in this way you will need a 10 to hit, if a unit
is hit follow the rules on HE shooting at buildings.
3-6 No effect
7-9 Hit
10 Hit+2sp
If the unit is hit roll 2d10 and apply the highest d10. (German infantry are hit by a medium mortar,
they roll 2d10 and score a 2 and a 5. They will take the 5 and apply this amount of sp to the
unit.) Light mortars recive a -2 to thier to hit roll and heavy mortars receive a +2.
When 3 or more 6s are rolled on command dice this grants access to artillery. Carry out the
artillery attack straight away before assigning any command dice to units. Pick a point on the
table and roll 2d10 pick the highest result and add 6 to it. (any doubles rolled will cancel the
artillery the guns are not ready) Any units in range of the aiming point will be hit. Roll 2d10 for
each unit pick the lowest result, this is how many suppression points that unit will take. (tanks
only take half the SP) Each unit can attempt to ignore the result by rolling a d10 and needing a
result of 9 or 10 to ignore the effect of artillery.
MEDIC
1 man from an infantry unit can be a medic, if a unit takes 2 or more sp the medic can remove 2sp
if he rolls a 9 or 10. A medic does not carry a rifle or any weapon.
The Battle of the Bulge was a major battle in Europe during World War II. It was Germany's final
attempt to drive the Allies off of mainland Europe. Most of the troops involved on the Allied
side were American troops. It is considered one of the greatest battles ever fought by the
United States military.
LEADERS
An army must include a 1st lieutenant, his role is to lead his men into battle, before the command
dice phase roll a d10 and on a score of 7+ you can add a dice to your command dice for the turn.
This is due to your lieutenant encouraging his men to press on and attack the enemy. Beware
keep your lieutenant safe if he is killed then your morale score will go down by 15 points. (Player
A still has his 1st lieutenant, he rolls a d10 before rolling command dice, he scores an 8 therefore
he can add 1 dice to his command dice for this turn. He now has 5 command dice to use) Each
infantry unit must have an nco, his role is to push his men into battle and keep them under his
control. An nco can rally off suppression points during the recovery phase. Roll the amount of
d10s indicated in the army list, any 8+ rolls will take 1 sp off the unit. The nco must be attached
to this unit to perform this action. If an nco is killed then your morale score will drop by 5 points.
TANKS
The crew of the selected tank can choose 2 forms of fire AP rounds or HE. If the crew fire ap
rounds they roll a d10 needing a 5+ to hit there target. (this is modified) If the target is hit the
enemy player will now need to make a saving throw,look at the armour stat for your tank you will
need to roll equal to or under to be successful. If failed you now need to roll on the vehicle
damage chart. Roll 2d10 and add them together. Heavy tanks get to add an extra amount of d10
when shooting. (a tiger tank shoots at a sherman 75mm, under it's stats it says +3 die roll,
therefore the tiger will roll 3d10 any hits caused count as 1 hit)
Bazookas and other hand held ap weapons receive a +1 modifier if firing at over half range.
HALF TRACK
A half track can fire its mmg rolling 2d10 and choosing the highest result. Up to 10 men can be
transported via a half track, if a half track is destroyed then any units inside count as
destroyed.
OPEN TOPPED
If an open topped tank or vehicle is destroyed roll a d10 on a 8+ the crew managed to jump out
just before impact, increase your morale by 5. If hit by artillery an open topped vehicle will be
destroyed if doubles are rolled when rolling to hit. (an off table artillery attack hits a m10 tank
destroyer, the opposing player rolled double 7s therefore the tank is destroyed. The player
rolls a d10 and scores an 8 therefore the crew of the m10 managed to get out of the vehicle
before it was hit, he now increses his morale by 5 and his opponent increases his by 10 for
destroying a target)
DAMAGE CHART
2-6 Tracks damaged -2 to movement.
Armoured vehicles can be destroyed from the build up of suppression points. Once a tank has
gone over its sp rating, the crew bail out and the tank is left as a wreck.
HE FIRE
If a crew fire with HE rounds they roll to hit the target needing a 5+(modified) if hit we need to
see the effect of the exploding shell. Roll a d10 with a -3 modifier the result is how much sp the
unit takes. (a panzer iv fires HE shells at an american infantry unit he rolls a d10 and scores an 8
a hit. The panzer iv now rolls a d10 and scores a 10 but with the -3 modifier is left with 7. The
infantry take 7sp ouch) When firing HE at a building, if hit the unit inside must exit the building.
There is no modifier so the unit takes as many sp as the hit causes. After the unit exits the
building roll a d10 to see what effect the shell had on the building.
HE BUILDINGS
1-4 Building on fire, 2 turns until the
building can be used.
TO HIT CHART(HE)
CLOSE COMBAT
If a unit is within 4 inch of an enemy unit they can perform an assault action, the unit can do
nothing else for the rest of the turn. Move the unit into base contact, roll 2d10 and add the
result together if a unit has grenades they add a +2 to thier combat roll. The enemy now rolls
2d10 but receives a -4 modifier for being assaulted. compare each sides scores, the highest
score wins the combat. The losing side is destroyed and removed from play, If a unit wins an
assault it adds 5 to its morale score.
CLOSE COMBAT(TANKS)
An infantry unit can assault a tank if they are within 4inch, (the unit must have no more than 3sp
to perform this action) Move into base contact roll 2d10 and add this result together adding +2
if the unit has grenades. The enemy tank will now roll 2d10 but receives a +5 modifier. Compare
the scores if the assaulting unit wins the tank rolls on the damage chart with a -3 modifier. If the
assaulting unit has lost it is destroyed remove from play.
ARMY LISTS
Each army may take any units they wish with the following restrictions (infantry may be
upgraded to veterans, this increases the amount of suppression points that can be taken by the
unit)
:upto 1 lieutenant
:upto 1 medic
USA
8+
1 per
infantry
MOR Mortar sp total/ 10 Range/ min light mortar/ 10
team 3 12 max 30 points/ heavy
men/ 20 40 points
points
TANKS
75 points
85 points
75 points
120 points
GERMANY
8+
1 per
infantry
TANKS
med side/ 3
80 points
120 points
80 points
30 points
BRITISH
8+
1 per
infantry
30 points
30 points
45 points
T A N KS
S75 Cromwell sp total/ 8 Range/ 60 armor/ 4 special
med
side/ 3
75 points
med
85 points
75 points
100 points
SOVIETS
INF 10 men+ sp total/ 15 Range/ add grenades special
nco/ 20
points vets sp total/ 24 5 points
18
vets/ 50 medic 5 points
points
1 per infantry
30 points
50 points
TANKS
75 points side/ 3
med 5 side/ 3
60 points
75 points
70 points
med 8 65 side 2
75 points
SCENARIOS
:Before setup roll a d10 a result of 9-10 means heavy rain has set in, all ranges are halved due to
poor visability. On a roll of a 1, night fighting is in effect. Tanks will need to be within 24inch to
fire, roll at the start of the next turn anything but a 1 will see daylight conditions.
1:No mans land: Deployment units can deploy upto 8inch from the table edge, tanks must be
deployed on there own table edge. The objective of this battle is to wipe out the enemy forces.
Victory conditions: The first side to reach a morale score of 40 will be the victor.
2:DESTROY THAT TANK: Deployment units can deploy upto 8inch from the table edge, tanks
must be deployed on thier own table edge. The objective of this battle is to destroy as many
enemy tanks as you can. For every destroyed tank you will gain 20 points to your morale score.
Victory conditions: The first side to reach a morale score of 60 will secure victory.
CAPTURE OBJECTIVES: Deployment units can deploy upto 8inch from the table edge, tanks
must be deployed on there own table edge. The objective of this battle is to capture as many
points as you can, you will gain 5 points to your morale score if you capture an objective. Victory
conditions 5 objective markers are placed by a player alternatively the first marker can be
placed anywhere on the table, the next marker must be at least 18inch away carry on placing
markers until none are left. To capture an objective a unit or tank must be within 4inch and no
enemy must be within 4inch, roll a d10 a score of 3+ will capture the objective. The first side to
reach a morale score of 60 will secure victory.
INCOMING FIRE: Deployment units can deploy upto 8inch from the table edge, tanks must be
deployed on there own table edge. Once units have been deployed each side takes artillery
fire. Roll 2d10 for each unit, take the highest d10 and add this amount of suppression points to
the unit. The objective of this battle is to force the enemy to retreat due to suppression points.
Victory conditions: The first side to lose 3 units due to going over there total suppression points
will lose the battle. If this does not happen then the first side to reach a morale score of 70 will
secure victory.
SCREAM AIM FIRE QRS
MORALE SCORE
5 10 15 20 25 30 35 40
45 50 55 60 65 70 75 80
COMBAT READY CHART
5 Combat ready
6 Combat ready
7 Combat ready
8 Combat ready
SP CHART
1 No effect
2 No effect
3 1sp
4 1sp
5 2sp
6 2sp
7 2sp
8 3sp
9 3sp
10 4sp
MORTAR FIRE CHART
3-6 No effect
7-9 Hit
10 Hit+2sp
TO HIT AP
TO HIT HE CHART
7+ Target moved or
fired
8+ Target in heavy
cover.
Rules written and owned by Jamie Kirkpatrick
Many thanks to you for playing this rule set, may the dice gods be with you!!!!!!!!