DogsOfWar-RULES-Modern-Skirmish.pdf

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Dogs Of War
Modern Skirmish Combat
Free Web Rules
Copyright 2002 Devil Dog Design
Written by
JC McDaniels
Product Design
Jeff Valent
Edited by
Rob Chellis $ Jeff Strating
Play testing by
DOW Online Play Test Group
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Introduction
These rules are not meant to be a complete set encompassing all aspects of modern warfare. To give
thought to such a feat is too mind-boggling to comprehend. DOGS OF WAR has been developed primarily to
focus on a four–man fire team’s existence in modern day war. DOGS OF WAR is a realistic small unit action
war game that is easy to learn and relatively quick to play, while containing the depth needed to meet the
players’ desire for a realistic tactical tabletop miniatures game.
As for where and when DOGS OF WAR takes place. It is present day, and anywhere in the world you
want to take your fire team and fight is up to you and your imagination. Collecting a large army is not necessary
in order to play DOGS OF WAR. All it takes is a minimum of four soldiers to enter the firefight of your life.
The standard fire team is derived from the U.S. Military Infantry Squad. For every squad there are three fire
teams. In each fire team there are four soldiers: a fire team leader and three riflemen. An example of this
would be the U.S. Marine Corps fire team consisting of the fire team leader carrying the M16A2/M203 Gre-
nade Launcher, a rifleman with an M16A2 assault rifle, a Marine with a squad automatic weapon also known as
a “SAW”, and another Marine with a M16A2 assault rifle as an assistant to the SAW gunner.
That’s it!!! Four, lean, mean fighting machines ready to spread some death and destruction all over the
field of battle. Seriously though, the games you decide to play can be as small as two fire teams fighting against
each other, or several fire teams placed together in order to form squads. Not every country is similar to the
United States in the way it breaks down its squads into fire teams. Players wishing to play a terrorist faction
such as the Al Qaeda or lead a Russian Spetznaz team will have the appropriate configuration of troops and
equipment assigned to their fire team.
The game is based on a D10 system, and is played under random initiative rules. DOGS OF WAR is
based on a point system. Each soldier in your fire team is worth so many points based on his ability scores,
weapons, and profession. A typical game is roughly five hundred points per side. There is a setup phase
determining who places their troops first and where. Scenario-based games will determine terrain and objec-
tives. Otherwise these two factors are left up to player discretion. The game is won when either player suc-
cessfully completes the objectives stated or destroys his opponent’s ability to fight another turn.
Realism is the root of these rules. Too often war games diminish into dice rolling contests just to see how
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fast each player can pull his opponent’s pieces off the table. You have little regard for your own army, as long
as it means removing more of your enemies. You might as well just roll dice all night, and forgo the miniatures.
The objective here is for the player to want to keep his troops alive and to understand the value of each member
of his team.
things you will need
Here is all you will need in addition to the rules to play DOGS OF WAR!
Dice: D10 and D6
Measuring tape/stick marked in inches for measuring movement and fire distances
Modern Miniatures
Terrain
MODERN MINIATURES/ MODELS
Models are the miniatures and/or vehicles that are used to represent your forces during a game. Each
model has statistics, which govern its capabilities in and out of battle. The most important of these is its Action
Point pool. Every model has a certain number of action points that are expended each turn. Models operating
vehicles use their action points to use and maneuver the vehicle. The miniatures designed for DOGS OF WAR
are sculpted by Devil Dog Design. There will be a continued series of miniatures produced and released on a
periodic basis. Specific rules for these miniatures will be posted on the DOGS OF WAR website.
BATTLEFIELD/TERRAIN
As for where to play the game, anywhere from a kitchen table to a large elaborate gaming table with all the
trimmings is fine. As mentioned earlier, DOGS OF WAR is based on small unit actions. A game is typically
played on a four foot by four foot gaming area.
In that these rules are for small unit actions where typical weapons can cover most of the board, a lot of
terrain is usually preferable.
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THE GOLDEN RULE
The most important aspect about DOGS OF WAR is its fluid ability to allow players to effectively deter-
mine the fate of each one of their models through the use of action points. Because of this there will be games
where players will have a discrepancy or will be in a stalemate because the rules may not cover every situation
that may arise. In order to resolve such a case the players must let the roll of a die decide and press on with the
game. The players may want to decide an effective way to treat any problems met during a game by establish-
ing house rules. The best time to resolve any conflicts not covered by the rules is before or after the game, but
not during the game.
ABILITIES
Every member of your fire team has ability scores that are used to measure his or her capabilities. Some
of these scores can be improved at a cost by obtaining special abilities during the building phase. During the
building phase you select a fire team and outfit it. You may customize it to your liking as long as you stay within
the parameters of your given soldier’s profession. The abilities are listed below. Each score is between one and
ten with ten being the best or highest in each category.
A
BILITY
We a po n P ro f i ci e nc y
We a po n Kn o w l e dg e
Close Q uart e rs
S t re ng t h
Fo rt it u de
Healt h Poi nt s
Ar mo r R a t i ng
Mo ra le
C o m ma n d & C o nt ro l
A
BBREVIATION
WP
WK
CQ
ST
FT
HP
AR
ML
CC
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Weapon Proficiency (WP)
is the soldier’s ability to handle weapons he/she has been trained to use.
When using a weapon a D10 is rolled and if the number rolled is less than or equal to the WP a hit is made.
This score is modified by range to the target, cover, and other factors.
Weapon Knowledge (WK)
represents the soldier’s ability to adapt to an unfamiliar weapon. Not all
soldiers will be able to recognize or have the ability to use all the weapons found on the battlefield.
EXAMPLE: An Iraqi soldier finds a U.S. M16A2 assault rifle. Before he can use this weapon he would need to roll to see if
he is proficient using his WK number versus the difficulty score of the weapon. The Iraqi soldier has a WK of 4 and the rifle
has a difficulty of 3. Therefore taking the difference of the two (which is 1) and adding to a base of 5 we come up with a
score of 6. The Iraqi soldier must role a score of 6 or less on a D10 to use the weapon. He must expend 3 action points per
attempt to understand the use of the weapon. He may use all his action points in a turn to check his progress in learning
how to use the weapon. If after a turn (or part of a turn) of failing to learn he must abandon his attempt and press on with
an attempt on a new weapon or going without. It simply means he has exhausted his knowledge and cannot figure out how
to operate the weapon (or any others of the same model). It is assumed that under combat conditions soldiers cannot take
time to train others so knowledge of a weapon use cannot be transferred during a game.
Close Quarters (CQ)
combat is the soldier’s ability to fight in hand-to-hand combat. This can be done
barehanded or using anything the soldier can grab to use as a weapon. So long as the players have predeter-
mined objects on the battlefield such as chairs, pipes, bottles, knives, etc. these items can be picked up and
used in CQ combat. It makes for some nasty fights.
Strength (ST):
A strength check (D10 roll)
Fortitude (FT):
A Fortitude roll will be used to determine the coutcome of models exerting themselves
beyond their limitations.
Health Points (HP)
is the number of points a soldier has before he is rendered unconscious. Once a
soldier has reached zero Health Points he is unconscious and will continue to lose a point a round until he has
been given aid or he fails his survivability roll.
Armor Rating (AR)
is used only for those soldiers who have some sort of body armor. Models can only
take advantage of this ability if they are hit by a projectile in an area protected by armor. For instance a Marine
wearing a Flak jacket and a Kevlar helmet may roll for an Armor Save if he is hit in the head, the chest, or the
abdomen. He may not roll for an Armor Save if he is hit anywhere else, such as an arm or leg.
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