Blast Pistol Rules
Blast Pistol Rules
It is intended to be a “living” game, which will see frequent expansion and addition,
particularly of new troop types, vehicles and squad types.
The aim of Blast Pistol is to be able to play pick-up games with minimal preparation.
GUILTY PARTIES
Please direct all feedback, suggestions and questions to the author at runequester@gmail.com
Visit us at https://groups.yahoo.com/neo/groups/nordicweasel/ or visit us at Google+ by
searching for “Five Men in Normandy”.
SISTER GAMES
Blast Pistol, Last Era and Powder&Bayonet are sister games, sharing the same fundamental
mechanics but each adjusted for their respective settings (space adventure and dark fantasy
respectively).
SQUADS
In the normal game, figures are organised into squads, typically ranging from 4-8 figures
strong.
The abilities of the squad leader are subsumed into the game rules.
As such, no special attention need to be paid to identify a particular leader figure.
SQUAD COHERENCY
Squads must keep their individuals within 3” of each other, forming an open chain or
similarly linked formation.
Squad members may break this formation but will operate at a -1 penalty to all ability
scores while isolated from the parent squad.
*Dice. Most dice rolls use ten sided dice (“D10”) but a few six sided dice (“D6”) will be handy
as well.
*A circular 2” radius template is handy but not required.
*A marker to indicate units with bad morale.
*For larger games, a marker to track which units have activated can make the game less
confusing.
*A way to determine random directions can be handy. This can be a specialised “Direction die”
or simply a D10, using the raised point as the direction.
A TYPICAL BATTLE
The various factions and species that make up Fringe space may fight for any number of
reasons.
Two local groups may simply be settling a score or the encounter may be part of an ongoing
military campaign spanning entire solar systems.
Range Base range in tabletop inches. Shot beyond this range are at a penalty.
Accuracy A bonus or penalty on firing rolls.
Power Bonus added to damage rolls.
Once that unit has finished all actions, the opposing player selects a unit to activate.
Continue alternating until all units have activated.
When activating a squad or big model, you may also activate one individual figure of your
choice.
If you have individual figures remaining after all squads and big models have activated, they
are activated together as your last activation of the turn.
The player with the largest number of troops acts first, selecting any number of squads or
individual figures that add up to no more than 12 figures.
The smallest number of figures that may be activated equals the size of the smallest squad
currently not activated.
Players selecting only part of a squad may only activate the selected part.
Squad members that were not selected may not take any actions.
Carry out all actions with the selected figures, one squad at a time.
Players take turns repeating this process until all figures have activated.
This can lead to one player activating multiple times in a row, if one side has significantly
fewer figures left.
taking actions
When activating a squad or individual figure, they may take 2 actions.
moving
When moving, each figure may be moved up to their Movement Speed in inches, turning as
often as desired.
Figures always turn by pivoting in place, never by wheeling regardless of size.
To move into, out of or through any terrain feature, the Speed must be reduced by 1” per
move to enter Terrain Mode.
Once in Terrain Mode, the figure may move in terrain features and across waist high
obstacles with no further penalty this move.
firing
A figure may fire at any of the 3 closet target figures or closest big model in line of sight.
Fire is blocked by more than 2” of any terrain feature such as forest, rubble or bushes.
To fire, roll 1D10 for each figure firing, adding the Ranged Skill and any Accuracy modifier.
If the roll equals or exceeds the target number below, the fire hits.
Figures with multiple shots must aim them at figures within 3” of the initial target and must
declare all targets before any are rolled.
For simplicity, if your terrain is based, figures anywhere on the model base receive cover.
WEAPON RANGE
Unless otherwise indicated, weapons can potentially fire across the gaming table.
EXPLOSIVES
Explosive weapons roll to hit as normal but the target point may be anywhere in sight.
Weapon Power is modified by -1 except for a target under the target point.
Each figure will roll 1D10 adding their Combat Skill and any applicable modifier.
UNABLE TO FIGHT
Figures with NA listed for their Combat Skill cannot attack in close combat.
They will still roll to defend from close combat attacks.
If the roll equals the targets Toughness, they must retreat 2” away from the firer or into
nearby cover.
If the roll exceeds the targets toughness, they are removed as a casualty, unless another rule
interferes with this (such as a hero or big model)
When removing casualties from a squad, if a figure with a special weapon is killed, the owning
player may roll 3+ on 1D10 to remove a different squad member within 3” instead.
Close combat casualties cannot be traded in this fashion
Spend 1 action.
Roll 1D10 and add the Wits score of the figure.
A roll of 8+ succeeds in typical circumstances.
HEROES
An individual figure rated as a hero will receive 3 actions per turn.
big models
Big monsters and vehicles are big models.
They function as individual figures with the following modifications:
Ground Ground vehicles pay no cost to enter Terrain Mode but must roll 1D10 upon entering a terrain
feature. Take 1 point of damage on a roll of 1.
Leg Move as infantry.
Hover May move over all ground features and troops. Is destroyed when 9 damage has been accumulated,
not 10.
TRANSPORTATION
A Big Model with transport capacity can be mounted by friendly infantry figures by moving
into contact while in Terrain Mode.
While on board, no fire is possible from the passengers.
Passengers must mount or dismount when they are active, not when the transport is active.
morale
Any squad that takes casualties must test Morale after the activation ends.
Roll 1D10 and add the Morale score.
SURVIVAL
After a battle, each surviving squad, individual or big model that survived will earn 1D6
experience points.
VICTORY
Should you win the game, you may award +1 experience point to all units that remain on the
table at the conclusion of the game.
MVP
Each player must nominate one “MVP” unit in the enemy army. They receive +2 experience
points.
REDUCTIONS
Every casualty suffered by a squad or 2 damage points sustained by a big model causes 1
experience point to be deducted.
This will take away unspent experience points but cannot cause upgrades to be lost.
SPENDING EXPERIENCE
10 experience points may be cashed in to upgrade one ability score by +1 point.
Once a squad has been upgraded, it must be used exactly as is in all future games.
Instead of buying an ability score bonus, a unit may purchase a special ability.
Pay 5 experience points (individuals) or 10 experience points (squads), not available to
big models, and roll 1D20 twice on the table in the Builders Corner section of the rules.
This “Lego-block” approach to game set up allows us to build a scenario in a lot of different
ways.
SET-UP
Players set up with 20” between the two forces.
If playing on a non-square table and deploying from the short edges, increase the gap to 26”.
The larger army begins deploying first, then players alternate setting up 1 squad or big
model at a time.
Individual figures set up alongside a squad or big model at a rate of 1 for 1, but do not have
to set up anywhere near them.
PATROL OBJECTIVE
In a standard pick-up game, victory is determined after 4 turns.
The side that destroyed the most points worth of enemy troops wins.
For squads, divide the cost by the number of members to find the value of a single figure.
For big models, award 10% of the points value for eac point of damage points inflicted.
CONTROL
On each quarter of the battlefield, players should nominate the most important looking terrain
feature.
This can typically just be the tallest or largest, but use whatever seems interesting.
Controlling each such feature is worth bonus victory points equal to 5% of the agreed points
value.
For example, in a 400 point game, each feature is worth +20 victory points.
A feature is controlled if you have at least 3 infantry figures or a single big model closer than
the nearest enemy figure.
If the game ends while figures are routed, they count towards enemy victory points,
however, they are not casualties and do not cause experience point loss.
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Typically, a space is about 8”x8” but it can be as small as 6”x6” or as big as 12”x12” depending
on the area you have to play in.
For each space, roll 1D6 on the correct column below to determine the main terrain type in
this space.
Open Open ground with a few small features placed for visual appeal.
Linear Walls, barricades, hedges.
Area Forest, rubble, swamp.
Structure Building.
High Hill. Tower.
Clutter Multiple small independent features.
If your spaces are particularly big, any structure will have Linear features surrounding on it a
D6 roll of 5-6.
battle conditions
Battle Conditions are modifiers that are applied to an encounter.
The number and complexity of these will be increased over the game's lifespan but the core
rules presents a selection of 6 basic ones.
1 Gung Ho At the end of each turn, each Rattled squad may roll 8+ on 1D10 to recover.
2 Bad visibility All shots over 8” is at -1 Accuracy. No shots permitted over 16”.
3 Heavy gravity All Movement Speeds are at -1”.
4 Toxic atmosphere Hits scoring equal to Toughness score cause a casualty.
5 Surprise encounter In the first turn, all troops are -1 to all ability scores.
6 Meeting Each player begins with one squad of their choice on the table. All other units must
engagement arrive off the table edge as they activate for the first time.
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SQUAD MODE
For larger battles, you may wish to use Squad Mode.
In this mode, when a squad takes an action, every figure in the squad must take the same
action in the same order.
Morale tests are taken by individual figures when they survive a weapons hit (infantry only)
or when a comrade becomes a casualty within 4”.
In this mode, it is recommended to use no more than 8-10 figures on each side.
However, it can also feel a bit artificial and often, a less predictable outcome is desired.
If both players agree (or a scenario or Game Master specifies), you may wish to use variable
game length.
At the end of turn 3, each player states whether they intend the game to end or continue.
The player taking the last action of the turn declares first.
Players should not count victory points when making these declarations.
Roll 1D10 + an additional D10 for each player wishing the game to end.
If any of the dice score a 1, the game comes to a close.
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There are three ways structures can be handled, depending on your terrain collection.
BLOCKING
For the fastest and simplest game, you may simply declare terrain features to be “Blocking”
features.
This assumes that buildings have been boarded up (or troops have been ordered not to enter)
and are impassable.
ABSTRACTED
In an abstracted game, buildings are treated similar to other area terrain features.
Each building must mark an entry point and figures must be in terrain mode to enter, exit or
move inside.
Figures positioned along the edge of the building may fire from it and be fired upon.
While inside the building, figures in the same building are in sight of other figures in the same
building.
This works best if you lack suitable building interiors or are dealing with ruined buildings
with significant battle damage.
DETAILED
To use detailed buildings, you will need buildings that figures can be placed inside or,
alternatively, floor plans that can be placed on the table.
When using detailed buildings, figures must be in terrain mode to enter or exit through a
door, as well as any interior movement.
Climbing through a window is treated as an obstacle.
Troops fighting inside a building receive cover unless the firer is in the same building and
within 2”.
To fire or be fired upon from the outside, troops must be positioned in contact with a door or
window.
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CUSTOM ABILITIES
While intended for players building their own units, these add-on abilities can also be used
added to existing units to create elite or custom forces.
1 Point Defenses When slain, all non-squad members within 2” is hit on a roll of 8+, with Power 2.
2 Aimed Fire If using the first action to fire, +2 Accuracy bonus. May not fire twice.
3 Berserk +1 Movement Speed if moving directly towards closest enemy. In close combat,
attacker rolls first. On a 1, fumbles and loses the round. On any other score, gain +1
Combat Skill and +1 weapon Power.
4 Chain firing If an attack hits, may fire again at a target within 2”.
5 Commando Always in Terrain Mode at no cost.
6 Critical hit When attacking, a power roll of 10 will kill the target regardless of Toughness. No
effect on big models and heroes.
7 Defensive fighter +1 Close Combat if defending in close combat.
8 Distortion Enemies within 8” must apply -1 penalty to weapons fire against any target.
9 Eagle Eyes Increase all weapon ranges and visibility limits by +3”.
10 Extensive armour Ignore hits that score equal to Toughness score.
11 Forward deployment After deployment, unit receives one free move action.
12 Hardened Does not test morale if only one casualty was suffered during the activation.
13 Hit and run Close combat winner may move 3” in any direction but may not enter new
combat.
14 Inspired If rolling a 10 on a Morale test, remove Rattled status.
15 Quick learner Gain +1 experience point per battle.
16 Regeneration Big model will heal 1 damage point at the end of each turn.
17 Secure cabin Passengers only take damage when vehicle is destroyed.
18 Strength in numbers If squad has 7+ members, improve Morale by +1.
19 Tank hunter When firing at tanks, roll to hit twice. If both rolls hit, resolve one hit at +2 Power.
20 Terror Enemy within 8” must apply -1 penalty to all Morale tests.
The important part is the game effect of the ability, not the title.
As such, feel free to rename it anything you need.
If a squad is randomly assigned an ability that it cannot use, trade for a +1 bonus to an ability
score of choice.
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The human-dominated “Unity” galactic government frequently carries out military operations
here, either to suppress potential difficulties, pacify worlds slated for absorption or to deter
alien colonists.
The bureaucracy required to run a galaxy-wide government staggers the mind, leading to a
glacial approach to problem solving.
As such, Unity relies heavily on independent agents to take whatever actions are needed to
maintain order, preserve the general balance of power and safeguard Unity interests.
The Fringe worlds are technically Unity territory, being primarily colonised by humans but
many have broken away or have simply been forgotten.
As such, they are a prime breeding ground for pirates, bandits, petty warlords and all manner
of confederations and dominions.
This is to say nothing of the constant risk of alien incursions, hostile empires and potentially
galaxy-threatening enemies.
Space is black but if you squint, you can see the flames of conflict wherever you look.
GOVERNMENT
A galaxy-wide organisation is going to be barely manageable and Unity is no exception.
Local governments are mandated to maintain a base level of democratic institutions but
considerable leeway is allowed, leading to all manner of variations.
The core worlds tend to employ “predictive voting” where advanced computer systems
analyse public discourse and then vote based on data gathering, removing the cumbersome
need for citizens to think about their opinions.
On the fringes, many worlds exist in a state of organised barbarism, run by a small group or
single strong-man/woman/thing.
THE PRECURSORS
Ancient and wise, the Precursors have a highly evolved, if somewhat isolationist society.
They have a deep insight into the way everything in the universe connects, frequently making
them seem slightly prophetic.
While Unity and the Precursors have fought on many occasions, they find themselves allied
just as often, particularly in questions of existential survival.
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Obsessed with battlefield prowess and honour, anything in flight range is a potential invasion
target, though the K’Erin generally ignore anything that doesn’t seem to provide a decent fight.
A few colonies have taken advantage of this by essentially disarming completely, though this
leaves them open to other threats.
In one recorded instance, the colony of Jon’s World received unexpected aid from a K’Erin
expeditionary force when under attack from an alien incursion.
After the invasion was repelled, the K’Erin left behind significant caches of weaponry and
equipment, only to return 3 years later to conquer the world, now that it had been armed to a
satisfactory standard.
Some colonies will strike deals with the K’erin, becoming subject races.
While the Warriors are strict and unforgiving, they are reluctant to go back on any deals made.
A few peaceful species survive within K’Erin space by offering their services as traders,
engineers or technicians in return for armed protection.
Most warfare on the Fringe is on a relatively limited scale. Wars are often decided by
battalions and a battle may revolve around a single platoon somewhere.
True, system-wide warfare involving multiple planets is an inexorable process that tends to
escalate outwards uncontrollably.
Because of the delays in mustering and calling up troops from nearby systems, reinforcements
will often arrive as the fighting is dying down. The new troops are then often redirected
towards counter-attacks and retaliatory measures, causing the enemy to muster additional
forces of their own.
As such, the species that inhabit the Fringe tend to be vary of large-scale conflict unless it is to
counter an existential threat.
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Each unit entry lists how the unit is composed, any special rules that apply and the cost of the
unit.
Faction Tags are included for the purpose of future unit types that may refuse to cooperate
with particular factions or groups.
Armies should not include more individuals than squads unless otherwise agreed.
No more than 3 of the same unit may be selected.
If the total points values are uneven, the player with the smaller total is considered to be the
Underdog.
As underdog, you receive bonus victory points equal to half the additional points value.
For example, if fielding 400 points versus 420, you would begin the game with 10 additional
victory points.
If playing a campaign game, for every 10 points you are the underdog, you receive +1 bonus
experience point.
Any available bonus experience is divided as evenly as possible among units that had at least
one member remaining on the table at the end of the game.
Odd points are assigned by the player.
For example, if you received 10 bonus points (for being 100 points underdog) with 3
remaining units, two would receive +3 experience and one (of your choice) would receive +4
experience points.
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MS CS RS To Wi Mo
5 +0 +0 5 +0 +0
Fringe colonies typically maintain a small defensive force with light weaponry.
Machine guns are frequently dismantled from guard towers to provide long range support.
Militia appearance can range from completely random to uniformed and regimented.
MS CS RS To Wi Mo
4 +1 +1 6 +1 +2
1x Squad Automatic Weapon (Rng 14” / Acc 0 / Pow 0 / 2 shots per action)
Assault rifles (Rng 12” / Acc 0 / Pow 0)
1 figure has Buzz Bomb (Rng 8” / Acc -1 / Pow 6 / Explosion with Power 0 around impact point) in addition
to rifle.
MS CS RS To Wi Mo
4 +0 +1 6 +0 +1
With near-constant conflict among the Fringe worlds, mercenary groups are in constant demand.
They often specialise in tasks that conventional troops may not be well suited for.
Outfits such as the Blue Badgers in particular have won fame as reliable anti-tank and demolition specialists.
18
MS CS RS To Wi Mo
4 +1 +0 6 +0 +2
The world of Mork has been in a state of perpetual, dead-locked attritional warfare for 14 years.
Only two regions on the planet are habitable and due to resource shortages, a peaceful solution seems unlikely.
As a result, the armies of Mork are experts at positional warfare in gruelling conditions and much sought-after in
mercenary forces.
Curiously, once off-world, Morkians tend to get along swimmingly even if they were enemies back home.
MS CS RS To Wi Mo
4 +3 +0 7 +0 +2
The K'Erin empire is one of the more constant rivals of Unity. The proud warrior-species holds to a strong code of
martial honour.
Any neighbours of the K'Erin have been subject to countless border wars, incursions and the occasional crusade,
though the warlike invaders have also come to the rescue during invasions from other species.
MS CS RS To Wi Mo
5 +2 +0 5 +0 +0
If it isn’t nailed down, it can be stolen. If it is nailed down, that’s why they have carver axes.
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MS CS RS To Wi Mo
6 +0 +2 5 +2 +1
Highly refined and sophisticated, other species tend to admire and despise the Precursors in equal measure.
The ancient race dismisses such attitudes as the envy of lesser species.
The Precursors seem deeply concerned about the state of the universe, fearing some cosmic doom may come to
all.
As a result, many war bands have broken their typical isolation and can be found fighting alongside all manner of
unlikely forces.
MS CS RS To Wi Mo
5 +0 +0 4 +1 +3
All carry Taloy Charges (Close combat vs big models only. Power 5)
Small and slight of stature, the “Slavers” are a plague on the Fringes.
The humanoid species stands about two thirds the height of a human ,with a somewhat oversized head.
They are generally assumed to be clones as they lack many characteristics that would be associated with a
regular species. If so, their origin is unknown.
Slavers will occasionally trade and interact peacefully. They seem to be driven by a superior purpose and express
great consternation that other species would resist being absorbed into their mind web.
MS CS RS To Wi Mo
4 +0 +1 6 +0 +0
The Mk-III is the first entry into the infantry replacement program, after Mk-II units were recalled due to several
uncontrollable fire incidents.
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MS CS RS To Wi Mo
5 +2 +1 7 +3 +2
Laser pistol (Rng 5” / Acc +1 / Pow 1 / May spend 1 action to charge pistol. All shots this activation will be
Pow 3)
Beam Sword (Melee only / Pow 3 / If enemy rolls a 1 in close combat, Power becomes 4)
Any number of treasure hunters, scavengers and explorers can be found on the battle lines of the Fringe,
searching for some thing or other.
While equipment can vary greatly, due to the difficulty of securing reliable supplies, energy weapons are popular.
The tradition of heroes wielding beam swords is unknown, but believed to be buried in ancient Terran
mythology.
MS CS RS To Wi Mo
4 +1 +2 6 +1 +2
Custom Slug Pistol (Rng 6” / Acc 0 / Pow 2 / If same target hit twice, they are knocked back 2”)
Fringe-space is a violent and unpredictable place. Gnarled gunslingers can find easy employ.
Some have principles and causes they support, others are no more than murderers for pay.
Legends tell of a legendary gun man in a red trench coat, carving a swathe of destruction through the Fringes.
PROSPECTOR 15 POINTS
Faction: Unity
Special rules: Whenever the Prospector enters a terrain feature, roll 1D10. On an 8+, they have located a
natural resource.
By the end of the game, if a player has figures in a terrain feature containing resources, regardless of which side
prospected it, will earn +15 victory points.
The presence of any enemy figure in the feature will negate the bonus for both players.
Multiple features could contain resources but each can only be checked once.
MS CS RS To Wi Mo
5 +0 +0 6 +2 +1
Even colonized planets have rarely been completely surveyed and high explosives have a tendency of uprooting
all manner of interesting finds.
It’s not unusual for battlefields to be crawling with prospectors, poking and prodding at everything the armies
blow up.
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MS CS RS To Wi Mo
5 -1 +1 4 +3 +1
They are fundamentally peaceful and secluded, but individuals often travel throughout the Fringe, offering their
services to those that appreciate a keen eye for vehicles.
MS CS RS To Wi Mo
5 +2 +2 7 +3 +3
Unity is far too large to manage every situation from the central administration.
Instead, it relies on a multitude of agents in all corners of known space.
Empowered to act on their own initiative, they can employ anything from stealth and subterfuge to
commandeering local military force, if they discover a threat to order and stability.
22
MS CS RS To Wi Mo
10 +0 NA +1 10 +0 +0
A rugged personnel carrier sold widely on the open markets, as well as provided as war aid by Unity to
dependable allies.
The original design was built to be modular and any number of modifications exist. This entry represents the
standard model used in Unity military service.
MS CS RS To Wi Mo
7 +1 NA +2 14 +0 +0
Smoothbore gun (Rng 25”) (AP shell / Acc 0 / Pow 8) (Frag shell / Acc -1 / Pow 1 / Explosion)
Machine Gun (Rng 15” / Acc 0 / Pow 1 / 3 shots per action)
The standard armoured fighting vehicle of Unity forces. Widely copied locally.
While higher-tech weaponry is available, tracked fighting vehicles with chemical propellant guns can be
produced at relatively low technology levels.
MS CS RS To Wi Mo
5 +3 +3 8 +0 +0
23
MS CS RS To Wi Mo
8 +1 +2 12 +0 +0
NA
80mm Gun (Rng 25”) (AP Shell / Acc 0 / Pow 7) (Frag shell /Acc 0 / Pow 1 / Explosion)
Machine gun (Rng 15” / Acc 0 / Pow 1 / 3 shots per action)
The Spatha was designed as a lighter and somewhat cheaper alternative to the Claymore, capable of filling the
same battle field role at a lower cost.
It can engage enemy armour with a reasonable chance of success and updated targeting systems makes it more
accurate when firing frag shells.
As a result, it has become very popular for infantry support duties.
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