Mutants and masterminds deluxe hero”s handbook pdf

Easy to pick with extensive optional and advanced rules as well as period specific rules. Pick up trucks, tanks, RPGs, AK47s etc. This lavish 92-page supplement chronicles such legendary battles as Isandlwana, Rorke’s Drift and Ulundi. Mutants and masterminds deluxe hero’s handbook pdf for Black Powder rules covers Napoleon’s disastrous campaign in Russia in 1812.

ROF is a set of WWII skirmish rules suitable for 15mm to 40mm figures. Each player can quite easily control 30-40 figures. The rules deal primarily with infantry. The AFV supplement is an expansion for the Rate of Fire World War II skirmish rules. This 48-page book covers tanks, soft vehicles, halftracks, SP guns, artillery, anti-tank guns as well as infantry guns and weapons. New rules cover vehicle hit locations, specific crew positions and survival roles, special ammunition types, HE and small arms against soft targets as well as artillery against AFV’s. Inside you will find over 500 separate vehicle data sets for German, US, British and Commonwealth, Japanese, Russian, Polish, and Italian forces.

This Rate of Fire AFV supplement has plenty of information that can be used with other WWII games but it is not a complete set of rules on its own. You’ll need a copy of the main Rate of Fire WWII Skirmish Rules to gain the most from this supplement. File includes a historical background to the war as well as game aids that can be used with any rules system. There are optional and period specific rules as well as detailed weapon statistics, command ratings and army organization. Almost 1000 leader ratings for both sides of the conflict and army lists that are broken down by theater and year allow players to design their own scenarios, create balanced forces for pick up games or calculate troop quality and strength for historical battles. File with a comprehensive order system that takes account of leader ratings, orders issued, distances and staff quality.

Optional army morale rules allow large or small games to be played to a definite conclusion within an evening. This allows players to game larger conflicts with all of the problems and uncertainty of command that was a factor in so many ACW battles. Army lists for all major and most minor powers. Play a 30,000 man battle in 3 to 4 hours. Players each bring a points based army to the game. The game generates the scenario by way of considering player’s enthusiasm for being the attacker and his leanings in events. The basic unit is the infantry battalion.

All mechanisms use standard 6-sided dice. Usually along the lines of ‘three bases shooting, therefore roll 3 dice. Turning Tide is a 244-page, hardback book containing 16 British and 22 American intelligence briefings, of which 17 of these are new, never before published briefs. Build your army as a beach landing force to overcome the German fortifications or command one of the armored spearheads that pushed into Normandy and Brittany. In the early hours of June 6, 1944, Allied landing craft chugged across the English Channel towards the beaches of Normandy. As morning broke along the French coast, D-Day sent tens of thousands of Allied soldiers ashore to begin the liberation of Europe and the turning of the tide. Steel is a 216-page, hard back book containing 31 German intelligence briefings, of which 10 of these are new, never before published briefs.

As the German commander, prepare your defenses and rally reserves to prevent the Allies from gaining a D-Day beachhead. Everything from beach fortification units to Tiger tank companies is at your disposal, although it seems like you never have enough men, tanks, or material. And if they do get ashore despite the bunkers and pillboxes of the Atlantic Wall, hurl them back into the sea with powerful panzer counterattacks. Can be played with 28mm, 20mm or 15mm no rebasing needed. The turn sequence is: Orders Phase, Movement Phase, Shooting Phase, Hand-to-hand Phase and Combat Outcomes Phase. Different weapons are well represented according to their historical uses – the pilum is used as a thrown weapon before combat disrupting the enemy formation, and the pike enables more attacks but suffers if the unit is pushed back in combat. In the rulebook will be lists for the Early Imperial Romans and its enemies in the west – Ancient Germans, Ancient British, Caledonians, and Dacians.

The first army list book will cover Early Achaemenid Persia to the death of Alexander. Many army lists will be free to download from the web. They will be official but will be living lists reviewed by us and the wargaming community. Some of these will go to print but many will stay on the website as free downloads. The rulebook also contains rules for four different scenarios including elements such as terrain placement, terrain types, army initiative and flanking maneuvers. March Attack is presented as an 80-page A4, full-color, perfect-bound book.

The rules are designed to allow players to fight large battles with battalion sized units in a reasonable amount of time. Command and control, orders, and morale for large formations are combined with easy to learn tactical game mechanics so that battles of a corps or more a side can easily be fought by a few players during an evening. Each unit on the table represents a battalion of infantry, regiment of cavalry or battery of artillery. A ground scale of 1 inch to 60 yards, one turn representing 20 minutes and fast paced strategic movement rules mean that battles play out at a realistic rate. Combat is dealt with in a manner that allows large numbers of units to be fielded and the interaction between strategic movement and tactical combat allows for a fast paced game that keeps a good level of detail.

Seven different training and morale levels combined with the historical strength of a unit introduces the concept of ‘Combat Value’. This ties together all of the tactical rules and ensures that troop quality, more than just luck or buckets of dice, plays an important part in every battle. Polemos SPQR covers the period of dominance of the professional Roman legionary from the late Republic to the reign of Marcus Aurelius. This 300-year period saw the rapid expansion and consolidation of the Roman Empire and brought the legions into conflict with opponents from Scotland to Syria. It is also a period peopled my larger than life characters and individuals with Sulla, Julius Caesar, Pompey, Augustus, Mithridates IV, Varus, Caractacus, and Trajan all making their appearances. Includes army generators and scenarios, and, is a self-contained set with no supplements needed. Rules covers English Civil War, Thirty Years War, the Italian Wars, Tudor Wars in the British Isles, and the War of the Grand Alliance.