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Miniatures Adventure => Future Wars => Topic started by: katie on June 24, 2017, 04:15:07 PM

Title: "Kill Zone" vehicle rules.
Post by: katie on June 24, 2017, 04:15:07 PM
Apparently there was a pre-release playtest supplement for Grenadier's "Kill Zone" which included vehicle rules... does anyone a) happen to have them in some form and b) think it would be OK for me to get hold of them in some way?

The basic rules have been freely available for a while now (I also actually own a proper copy!), but I can't find the vehicle/power-armour stuff except as a printed version, on a US site, for the astonishing asking price of $45...

(I sort of fancy finally trying this rules set out...)
Title: Re: "Kill Zone" vehicle rules.
Post by: DivisMal on June 24, 2017, 04:48:29 PM
Oh that's interesting! I liked Killzone a lot and played it on many hot summerdays. It was so easy to paint 5-10 minis and enjoy a quick, dirty and fun game.

I remember I even did some magic rules to have a shadowrun feeling, and I always wanted vehicle rules.

Please, if someone knows about it, give us a hint!
Title: Re: "Kill Zone" vehicle rules.
Post by: Ultravanillasmurf on June 24, 2017, 09:19:43 PM
I enjoyed Killzone, that brings back ancient memories.

I probably have some painted somewhere...

I do not remember any vehicle rules, though I would like to see some.
Title: Re: "Kill Zone" vehicle rules.
Post by: krieghund on June 26, 2017, 07:30:08 PM
It might be worth contacting Moonraker Miniatures and see if they have any ideas.
Title: Re: "Kill Zone" vehicle rules.
Post by: katie on June 26, 2017, 10:47:45 PM
An excellent suggestion! I have pinged him.

Title: Re: "Kill Zone" vehicle rules.
Post by: Doug ex-em4 on June 27, 2017, 11:25:30 PM
An excellent suggestion! I have pinged him.

Yeah, I've been pinged. After spending an appropriate recovery time, I'll see if I can find a copy.

Doug
Title: Re: "Kill Zone" vehicle rules.
Post by: DivisMal on June 28, 2017, 06:28:02 AM
Yeah, I've been pinged. After spending an appropriate recovery time, I'll see if I can find a copy.

Doug

Very anxious to hear about it! That would be a real treasure. I always thought that the Killzone rules are some of the best Near Future skirmish rules ever produced.
Title: Re: "Kill Zone" vehicle rules.
Post by: Captain Blood on June 28, 2017, 06:50:51 AM
It's a great system. I've used derivatives of Kill Zone for everything from pirates to the NW Frontier, as well as near future skirmish.
Title: Re: "Kill Zone" vehicle rules.
Post by: DivisMal on June 28, 2017, 02:02:25 PM
It's a great system. I've used derivatives of Kill Zone for everything from pirates to the NW Frontier, as well as near future skirmish.

That's pretty interesting. I did use Killzone for cyberpunk, WWII and even WH40k, but I wouldn't have thought, it was that adaptable.

May I ask how you solve morale? I found that the most obvious disadvantage of the system for pre-modern combat.
Title: Re: "Kill Zone" vehicle rules.
Post by: Doug ex-em4 on June 28, 2017, 02:43:26 PM
I'm going to scan the complete Playtest Module that we brought out in 1994 (!) and send that to Katie who will then make it available for download. Remember, these rules were by no means rigorously play-tested - just the opposite. The intention was that players would test them and the report back. So, you may have work to do.

Doug
Title: Re: "Kill Zone" vehicle rules.
Post by: katie on June 29, 2017, 07:44:01 PM
I will upload it at the weekend after I've set some stuff up.

In the meantime -- morale... I was thinking of subverting the suppression removal test -- if a figure does really badly at that they start running. They then get (say) a -2 on future tests and have a mandatory "run away" move each turn.

The "badly" would be a 1 for troopers/cops, 1-2 for most, but no routing for savages.

Am also interested in what the Captain did...
Title: Re: "Kill Zone" vehicle rules.
Post by: Captain Blood on June 29, 2017, 09:28:09 PM
Well I must say, I never found the morale / suppression rules particularly wanting. In my pirate version of the rules, the states of suppression and recovery were redefined as 'shitting bricks' and 'getting a grip' and I used similarly colorful period / genre flavoured terms across other genres (for late medieval and Elizabethan / border reivers it was becoming 'infirm of purpose' and 'gathering wits'). As with most basic morale systems in wargames, it's a fairly easy matter of pluses and minuses to recover or get a grip if surrounded by friendly figures, no one else is 'shitting bricks', your unit commander is with you and C in C is nearby. By the time you're down to just a few survivors, it's almost impossible to 'get a grip' though (unless you roll a 6). All in all, I've always found the morale rules in Kill Zone and my derivatives of it, work pretty well. They're rudimentary, I admit, but not ineffective. And the whole reason I have used these rules for so many things is precisely because they're simple but give a great game  :)
Title: Re: "Kill Zone" vehicle rules.
Post by: DivisMal on June 29, 2017, 09:36:53 PM
I will upload it at the weekend after I've set some stuff up.

In the meantime -- morale... I was thinking of subverting the suppression removal test -- if a figure does really badly at that they start running. They then get (say) a -2 on future tests and have a mandatory "run away" move each turn.

The "badly" would be a 1 for troopers/cops, 1-2 for most, but no routing for savages.

Am also interested in what the Captain did...

Back when we played Killzone three or four times a week, I was experimenting with the morale rules from fantasy warriors. Troopers and cops I took as "disciplined", the rest as "tribal".

And we sometimes played pretty large games of 700-1000 pts, so he idea was that apart from suppression there would be a point when through casualties and attrition a foorce was so weakened that people started to run.
I didn't finish that though and can't find it anymore. It was -as the magic rules- put down on a sheet of paper or a DOD discette. lol
Title: Re: "Kill Zone" vehicle rules.
Post by: katie on July 01, 2017, 10:04:11 AM
All the downloads;

https://www.fysh.org/~katie/wargames/downloads/killzone/

The rules (as HTML), the expansion (A PDF) and the articles about KZ from "Warrior" magazine.
Title: Re: "Kill Zone" vehicle rules.
Post by: area23 on July 01, 2017, 10:54:38 AM
Excellent!
Title: Re: "Kill Zone" vehicle rules.
Post by: Wachaza on July 01, 2017, 11:07:27 AM
Thanks very much for that. Extremely useful.  ;)

I'd never seen the terrain advertised on the 4th page of the Warrior excerpts.
Title: Re: "Kill Zone" vehicle rules.
Post by: katie on July 02, 2017, 08:59:14 AM
Me either -- I've never seen it listed in any other catalogues or in the actual resin... And no-one's ever mentioned having the moulds or the masters.

I'm plotting on getting a bunch of Warmill's buildings... (maybe after I get a pay-rise...)


Title: Re: "Kill Zone" vehicle rules.
Post by: DivisMal on July 02, 2017, 01:54:30 PM
I downloaded it, and the rules seem pretty well designed. Easy, deadly and in the style I liked! Will definitely give them a try when I find the time. Thanks also for all the other Kill Zone materials, the predator scenario is awesome!
Title: Re: "Kill Zone" vehicle rules.
Post by: Meier_Elf_Fanatic on October 27, 2020, 12:34:57 PM
Is ' Into The Killzone' the scenarios book available anywhere?
Title: Re: "Kill Zone" vehicle rules.
Post by: manic _miner on October 27, 2020, 01:42:55 PM
 Loved the miniatures range for Killzone.Got the rules for it but never got to play.Also got one of the buildings hidden away some place.