I have mentioned this a couple of times on my blog, so to the regular readers, apologies for the slight repetition. My Illustrious Wargaming Opponent and I have played quite a few games of Rapid Fire and found it very enjoyable, but I wanted to try something at 28mm scale, with more emphasis on the characters, more Hollywood style. After all, we wargame to have fun and sometimes we should be allowed to be a bit looser with the historical accuracy.
My Captain America conversion, I believe the original model is from Reaper.
So, here undedited, but definitely playtested, my WW2 rules. They are written around the skeleton of Games Workshops Old West rules, "Legends of the Old West." So you will need a copy of the main rulebook, sadly no longer in print, but there are copies floating around if you look hard enough. Feedback and suggestions for more characters gratefully received. I hope you try it and enjoy!
Captain America and the
Howling Commandos
The Setting
This isn’t World War Two, this is Hollywood World War Two.
This is Comic book World War Two. In this setting, a GI can catch an unexploded
grenade and throw it back in Gerry’s face. In this setting Captain America may
easily be found high fiving Ace Rimmer as Hellboy looks brooding in the
background lighting his next cigar. “He looks like a Sour Kraut.” Quips Ace as
they watch Hitler swinging back and forth from the rope tied round his waist.
The Rocketeer ties the other end of the rope to a lamppost then jets off into
the big blue.
The rules are standard Legends of the Old West rules with
the weapons lists swapped out for contemporary World War Two weapons. In the
interests of gameplay the pistols and rifles have not been increased in power
or accuracy compared to those of the 19th century. However, The
following extra rules also cover new technologies such as cars and tanks.
Non historical notes
In this universe the following factions exist.
The BPRD. The Bureau for Paranormal Research and Defense was
founded by a joint venture between the United States and the United Kingdom
governments, charged with researching the occult, paranormal and supernatural.
Defending against their dangers. Noted agents include the half demon, Hellboy.
Hydra. Hitlers own agency charged with investigating the
paranormal, led by Baron Von Strucker and the Red Skull. The Barons own
personal goals are actually to take over Nazi Germany, Hitler is just a pawn in
his own nefarious plans.
Rules
Vehicles.
Unlike other wargames, some vehicles have no specific
crew/drivers. A tank will have a driver and a gunner but if an open top vehicle
it will just be an empty vehicle. Any model can get in a vehicle and drive it,
or fire its weapons. (In Hollywood the keys are always in the ignition.)
To get in to or out of a vehicle, roll a dice:
1: the door is stuck,
jammed, locked stay outside the vehicle or inside.
2-5: You can leave or
enter the vehicle then stop and take no further action.
6: You make a heroic
exit and can continue your move, or you have heroically leapt into the vehicle
and gunned the engine or fired its weapon. You can either move the vehicle or
fire its weapon.
Moving vehicles. Although realistically vehicles are much
faster than people, this is skirmish and the vehicles don’t necessarily get up
to their top speed. A vehicle cannot make a move if a passenger has just
embarked or disembarked unless they rolled a 6.
A vehicle can make
one of the following:
A: Move 8” and fire a
weapon, either mounted on the vehicle, or one of their own.
B: Move 12” and fire
no weapons
C: Move 18” Along a
road and fire no weapons
A passenger cannot just swap between the mounted weapon and
the steering wheel. The player must declare the swap over as the models whole
move. Models can only fire their own
weapon from a motorbike or open-top vehicle.
Shooting at Vehicles.
If the vehicle is open top, the firer can choose to target
the vehicle or the passenger. They must then make a 4+ in the way roll after
the successful hit. Only weapons of Strength 6 or higher can damage a vehicle.
Roll to wound a vehicle as normal, then if it has lost its last wound roll a
D6:
1 or 2: No ill
affect, vehicle cannot move next turn.
3: Light damage,
cannot move or shoot next turn. If already been lightly damaged, then heavy
damaged automatically.
4: Heavy damage, roll
another dice, 1-3 lost all drive, cannot move, 4-6 lost random weapon unless
has no weapons, then also lost all drive. (Unless already received a heavy
damage, then disabled.
5: Disabled.
Permantly cannot move or shoot. Pretty much a piece of cover. (If open top
passengers can choose to stay in the vehicle and use as 360 degree cover, not
if a motorbike!)
6: Explodes.
Castrastrophic Hollywood explosion. All passengers lose a wound. They can use a
fortune to try and negate this, staggering heroically from the wreckage.
Motorbikes
Motorbikes are the exception for being shot at. They have a
grit of 5 and can be damaged by any weapon. Rules wise they are exactly like
horses except they have no pluck value. They have one wound and do not roll on
the above damage table. They move 10” and only move at half rate through
difficult terrain. Riders can attempt to jump a bike and Saddle Up! Exactly
like a horse. If a bike loses a wound the rider must make a thrown rider test
as well as if he fails a jump or Saddle Up! If a rider is killed and the bike
is not damaged, it will stop and be rideable by any model can get to it.
Vehicles
Name
|
Grit
|
Wounds
|
Weapons
|
Special
|
Bike
|
5
|
1
|
None
|
See above
|
Staff car or Jeep
|
6
|
1
|
None
|
Open top
|
SDKFZ 231 Armoured car
|
7
|
1
|
20mm kwk
MG34
|
|
Panzer 2
|
8
|
2
|
20mm kwk
|
|
Sherman Firefly
|
9
|
2
|
17 pounder
|
|
|
|
|
|
|
Weapons
British and American
Weapons
Name
|
Range
|
Strength
|
Move Penalty
|
Special
|
Bazooka/17 pounder
|
8-18
|
6
|
Full
|
Explosion template
|
Tommie Gun
|
Special 6
|
3
|
Half
|
Spread template
|
30 cal Machine gun
|
Special 12
|
4
|
Full
|
Spread template
|
M1 Rifle
|
18
|
3
|
Half
|
|
Bren Gun
|
18
|
3
|
Half/Full
|
Two shots at full movement penalty
|
Piat
|
8-18
|
8
|
Full
|
|
Sten Gun
|
Special 6
|
3
|
Half
|
Spread Template
|
Lee Enfield Rifle
|
24
|
3
|
Full
|
|
Longbow
|
18
|
2
|
Half
|
Silent
|
Vibranium Shield
|
18
|
As user
|
None
|
Throwing shield, silent
|
Grenade
|
Str x 2
|
6
|
Half
|
Explosion template
|
Good Samaritan
|
12
|
3
|
Half
|
Scattergun setting
|
Special Range. Guns
that have special range have a range that you then place the spread template at
the end of, then anything under or partially under the template is rolled to
hit.
Weapons with two ranges, the first number is the minimum,
due to the explosive nature of the weapon.
Bren guns can fire once at Half speed, or if stay still fire
two shots at the same target.
Throwing shield. Can throw in a direct line against any
target, building or person. Then can ricochet and change any direction thrower
chooses. Can make one or two ricochets, each one roll a dice, on a 1 or 2 the
shield stops and must be collected. Otherwise continues and then returns immediately to owner.
(The return is on top of the 18” range.) This means it can hit up to three
targets. The first part of the throw cannot be more than 10”. Each target hit
is thrown to the ground regardless of whether wounded. Also on a 4+ can be used to
bounce grenades back as if the wielder threw the grenade themselves if Cap is within 1" of the grenades target.
German Weapons
Name
|
Range
|
Strength
|
Move Penalty
|
Special
|
Stg 44
|
18
|
4
|
Half
|
4 shots, always roll of 6 to hit
Slow reload
|
20mm kwk
|
18
|
6
|
Special
|
Vehicle mounted
|
MG 34
|
Special 12
|
4
|
Full
|
Spread template
|
Experimental tesseract rifle
|
18
|
4
|
Half
|
Forceful
|
Luger
|
12
|
4
|
None
|
|
Stick Grenade
|
Str x 2
|
6
|
Half
|
Explosion template
|
Grenade Launcher
|
18
|
6
|
Full
|
Explosion Template
|
Hand Flamer
|
Spread Template
|
4
|
Half
|
Template
|
Russian Weapons
Name
|
Range
|
Strength
|
Move Penalty
|
Special
|
Tokarev Rifle
|
24
|
3
|
Full
|
|
PPS43
|
12
|
3
|
Half/Full
|
Three shots full movement penalty, one at half
|
The stug 44 fires like fanning a six gun. 6 to hit and if
successfully hit, then allocate the next shot to any target within three
inches.
The Experimental rifle goes through cover like a hot knife
through butter. Reduce the in the way roll by one, so a fence is ignored on a
2+ instead of a 3+. A person or vehicle is still an in the way roll of 4+
though.
The Cast
Von Strucker and his bodyguard. (Models from Warlord Games with a head swap for Strucker.)
German Army
Baron Von Strucker
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
3
|
4
|
5
|
1
|
2
|
6
|
1
|
1
|
50
|
Equipment: Stg 44. Experimental Heavy Armour
Special Rules: Heavy armour, reduces movement to 4” but
increases Grit by 1 (already in profile)
Leader, Allies can use his Pluck value within 6”
The Barons Bodyguard
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
6+
|
3
|
3
|
5
|
1
|
1
|
3
|
0
|
0
|
20
|
Equipment: Stg 44. Experimental Heavy Armour, 1 stick
grenade
Special Rules: Heavy armour, reduces movement to 4” but
increases Grit by 1 (already in profile)
Experiment 239 - the result of Nazi scientists meddling with man and machine. (Model from Hasslefree miniatures.)
Experiment 239
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
6+
|
4
|
5
|
5
|
2
|
3
|
7
|
0
|
1
|
90
|
Equipment: Hand Flamer
Special Rules: Large Target, when being shot at, firer adds
+1 to their dice roll for in the way rolls,. Ignores difficult terrain
modifier, can reroll failed climb rolls. Cannot use vehicles.
Pugilist, ignores -1 for unarmed fighting
Fearsome reputation, pluck test to charge or shoot at.
Fury, extra attack on the charge.
Lobotomised, must take a pluck test each turn to activate
himself, however will fight as normal if is in combat.
The Red Skull. Head swap conversion. (Apologies I am not sure of the manufacturer.)
Agents of Hydra
The Red Skull
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
4
|
4
|
4
|
2
|
3
|
7
|
2
|
2
|
60
|
Equipment: Luger pistol, Knife.
Special rules: Leader, can take pluck test on behalf of
friendly model with 6”
Fearsome reputation, pluck test to shoot at or charge
Inspirational Leader, Allies can use his Pluck value within
12”
Hydra Agents. Models bought second hand so unfortunately I do not know the manufacturer.
Hydra Sergeant
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
3
|
3
|
3
|
1
|
1
|
4
|
0
|
1
|
30
|
Equipment: Luger
Special Rules: Leader, Allies can use his Pluck value within
6”
Hydra Agents
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
5+
|
2
|
2
|
3
|
1
|
1
|
3
|
0
|
0
|
20
|
Equipment: Experimental Tesseract Rifle
Hydra Heavy Agent
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
5+
|
2
|
2
|
3
|
1
|
1
|
3
|
0
|
0
|
40
|
Equipment: Grenade Launcher
BPRD
Hellboy
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
3+
|
4
|
5
|
5
|
2
|
3
|
7
|
3
|
3
|
80
|
Equipment: Good Samaritan, Knife, Hellfist
Special Rules: Prehensile tail, extra attack included in
profile.
Leader, Allies can use his Pluck value within 6”
Deadeye shot, +1 to roll when rolling to wound when
shooting. (single shot mode only)
Hellfist, Hellboy always wounds on a 4+ or less in close
combat, this includes vehicles which he can attack in close combat.
Plastic British Commandos from Warlord Games with minor conversions.
Corporal Larks
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
3+
|
3
|
3
|
3
|
1
|
1
|
5
|
0
|
0
|
30
|
Equipment: Lee Enfield Rifle with added Scope (30” range)
Special Rules: Rifleman, reroll misses
Trigger happy, make one shot if being charged at (unless
reloading or moved.)
Deadeye shot, +1 to roll when rolling to wound
Sergeant Br
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
3
|
3
|
3
|
1
|
1
|
4
|
0
|
0
|
30
|
Equipment: Bren Gun
Corporal Smitty
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
3
|
3
|
3
|
1
|
1
|
4
|
0
|
0
|
30
|
Equipment: Piat
Corporal Thompson
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
4+
|
3
|
3
|
3
|
1
|
1
|
4
|
0
|
0
|
30
|
Equipment: Sten Gun
Sergeant Phillips
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
3+
|
4
|
3
|
3
|
2
|
1
|
4
|
0
|
0
|
30
|
Equipment: Longbow, Hunting knife
Special Rules: Dirty Fighter. Every 6 to wound, may make
extra strike against any target.
Russian female soldiers from Bad Squiddo Games.
Russian resistance
Anastacia
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Pts
|
4+
|
3
|
3
|
3
|
1
|
1
|
5
|
1
|
1
|
40
|
Equipment: Tokarev rifle + scope (makes range 30”) Knife
Special Rules: Trick shot, ignores in the way rolls when
using a rifle
Scout, ignore difficult terrain penalties
Leader, Allies can use her Pluck value within 6”
Daria
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Pts
|
4+
|
3
|
3
|
3
|
1
|
1
|
4
|
-
|
-
|
30
|
Equipment: Tokarev rifle
Special rules: Scout, ignore difficult terrain penalties
Undercover Resistance
Spies
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Pts
|
5+
|
2
|
2
|
3
|
1
|
1
|
4
|
0
|
1
|
20
|
Equipment: Luger or PPS43 (extra 30 points)
Special Rules: Distraction – cannot be targeted at all until
after made an attack of sort. If within 3” of an opponent, that model has to
use two Fame points instead of one to modify any rolls.
Werebears from Warlord Games.
Werebears. Pietre and Igor
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Pts
|
-
|
5
|
5
|
5
|
2
|
3
|
4
|
0
|
1
|
40
|
Equipment: Claws, counts as close combat weapon, so no -1 to
roll in combat. Can hurt vehicles in close combat.
Special Rules: Fury, +1 attack when charging.
Large Target, when being shot at, firer adds +1 to their
dice roll for in the way rolls. Ignores difficult terrain modifier, can reroll
failed climb rolls. Cannot use vehicles.
Fearsome reputation, pluck test to shoot at or charge.
American Army
Captain America
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
3+
|
4
|
4
|
5
|
2
|
3
|
7
|
3
|
3
|
90
|
Equipment: Vibranium Shield, Tommie Gun, six shooter
Special Rules: Nimble, may re-roll all jump tests
Fury, Extra attack when charging
True Grit, may re-roll first failed pluck test
Fearsome Reputation – pluck test to charge or shoot at.
Inspirational Leader, Allies can use his Pluck value within
12”
Shield save – gets a 5+ save against any shooting attack.
Pugilist, ignores -1 for fighting unarmed
American Paratroopers from Warlord Games.
American GI’s
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
Points
|
5+
|
3
|
3
|
3
|
1
|
1
|
3
|
0
|
0
|
15 +
|
Equipment: various, add the cost below.
Bazooka – 20. Machine Gun – 30. Tommie Gun – 10. M1 Rifle –
free.
Stealth Mission
Noise counters
Defender can only put non leader models on the table as
guards. The idea is for the attacker to make as little noise as possible. Place
a number of noise counters on the table at the source of the noise for each
action. At the end of each turn, remove all counters.
Situation
|
Noise Counters
|
Running or climbing
|
1
|
Second round of close combat
|
1
|
Firing a range weapon (unless marked as silent)
|
1
|
Guard shouting “Achtung!”
|
2
|
Explosion (target of grenade or bazooka)
|
3
|
Guards
Defender can place guards anywhere on the table. Leaders
have to be in a building or off table. If something happens within 12” of a
guard or line of sight it can react, otherwise it can just drift 3”.
Guard Reaction
Roll a D6, +1 per noise counter on table.
The closest noise counter is more than 12” away, halve the
total modifier. Round up to 1
If there is cover between the guard and the nearest noise
counter, halve the total modifier. Round up to 1.
D6 roll
|
Reaction
|
Effect
|
1
|
Yawns
|
No movement. 3” drift allowed
|
2
|
Looks around
|
Turn 90 degrees, 1-3 left, 4-6 right
|
3
|
Patrol
|
Turn 90 degrees, move 3”
|
4
|
Patrol
|
Turn 180 degrees, move 6”
|
5
|
Patrol
|
Turn 90 degrees then move 6”
|
6
|
Huh?
|
Move 6” in direction facing
|
7
|
Was ist das?
|
Turn as necessary and move 6” to nearest enemy
|
8
|
Achtung!
|
Comes under full control.
|
Raising the Alarm
Only a leader model can raise the alarm. If there are any
noise tokens on the table, can roll on the table for any leader. Bear in mind
there will be cover in the way as in a building. If get 8+, leader can leave
the building but then is treated like a guard. If then rolls 8+ in a subsequent
turn, the alarm is raised. Once raised all models act as normal.
The missions
Mission One. The
stolen artefact.
Just outside a small German village in the countryside a
German plane has crashed. Somewhere in
the crash site there is a stolen diary of Dr Erskine, possibly containing notes
that may help recreate the Super Soldier Serum that created Captain America.
Hidden in the village are six objective markers. Each time an objective is
stood on it is revealed to be one of the following.
1.
The Dr’s Diary
2.
Secret map to a hidden Hydra Base.
3.
Nothing.
4.
A stash of 2 Grenades
5.
Nothing
6.
Nothing
The mission ends if one side takes the diary off any board
edge.
Sides
Allies
Hellboy Larkin
Bragg Smitty Thompson Phillips
Captain America
Resistance Spies x 2
Axis
Baron Von Strucker, Hydra Sergeant, 10 Hydra Agents
Mission Two. Break into
the secret base.
The Allies have found the location of a secret Hydra base.
If the Allies found the map in the previous mission, they have used the map to
prepare their approach and can ignore first two noise counters they create and
remove two entrance markers. If the Axis found the map, they are aware that
they may be under attack, so add two extra guards.
Stealth Mission, the Axis start with 5 Guards on the board,
all characters are in buildings. There are six entrance markers on the board,
only one of which is a hidden access to the base.
Teams
Allies
Add Anastacia, Daria and 10 GI’s
Axis
Add Red Skull
Mission Three. In the
secret base.
In the secret base. You must stop the evil Red Skull from
carrying out his evil plans. He has been working on perfecting the Super
Soldier Serum and finished Experiment 239. If the Axis have the diary the
Experiment is finished and 239 starts on the board. Otherwise, he arrives at
beginning of turn 3.
Teams
Allies - Add 2 Werebears
Axis - Add Hydra Heavies and Experiment 23
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