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In this game you control a small band of elite warriors (Which can be represented by Games Workshop 40K models) who want to either destroy the Kingdom of Evil or help it conquer the universe. You control a leader, up to 2 heroes and up to 3 groups of between 1 and 3 men. You have 500 credits to hire your men with. There aren't and free men who are there at the start. You have to hire your entire force.


Designer: Jamie Owen-John

Rules[]

PDF Version

FUTURE WARS THE KINGDOM OF EVIL[]

By Jamie Owen-John presented by freewargamesrules

Introduction[]

In this game you control a small band of elite warriors (Which can be represented by Games Workshop 40K models) who want to either destroy the Kingdom of Evil or help it conquer the universe. You control a leader, up to 2 heroes and up to 3 groups of between 1 and 3 men. You have 500 credits to hire your men with. There aren't and free men who are there at the start. You have to hire your entire force.

The Rules[]

First comes movement. Your troops can walk up to 6 inches or run up to 12 inches. Models which run cannot shoot. If a model moves into contact with an enemy it engages it in close combat and may not shoot. Now for shooting. The ranges are as follows: Pistols and rifles 12", Vulcan Cannons and Dual Blasters 24" and heavy weapons 36". Choose a target in range and roll a dice for each shot (Use 6 sided dice). 3 or more hits. Roll all the hits again. 3 or more wounds. Give all the wound dice to the target's owner for him to roll his saving throws. Then he/she gives all failed save dice back to you to roll again. 1=Nothing. 2-3= Knocked Down. 4-5= Wound Taken. 6= Taken out. Models who are knocked down get back up and can move shoot and attack as normal at the end of the owners next turn. When a model loses all wounds it is taken out (Taken Out means out of the game). Now for close combat. Models who engaged enemies in their movement now fight. Leaders fight first, then heroes, then men. Work out the results using the same method as in the shooting phase.

Army Lists[]

Humans[]

Marine
Shooting attacks 1. Armed with pistol or rifle.
Close Combat attacks 1 or 2 if armed with 2 weapons.
Wounds 1
Saving Throw 3+
Cost 30 credits plus 10
if armed with two weapons.
Human Infantry
Shooting attacks 1. Armed with laser (rifle).
Close Combat attacks 1
Wounds 1
Saving Throw 5+
Cost 15 credits
 
Veteran Hero
Shooting attacks 1. Armed with rifle.
Close Combat attacks 3
Wounds 2
Saving Throw 3+
Cost 100 credits
 
Armoured Hero One
Shooting attacks 2 Armed with Dual Blaster
Close Combat attacks 2 No saving throws.
Wounds 2
Saving Throw 2+
Cost 150 credits
 
Armoured Hero Two
Shooting attacks 3 Armed with Vulcan Cannon.
Close Combat attacks 2 Fist weapon special rule.
Wounds 2
Saving Throw 2+
Cost 150 credits
 
Squad Commander
Shooting attacks 1 Armed with pistol.
Close Combat attacks 3 No saving throws
Wounds 3
Saving Throw 3+
Cost 200 credits
 

Evil Army[]

Possessed Pirate
Shooting attacks 1. Armed with rifle or pistol.
Close Combat attacks 1 or 2 if armed with pistol and blade.
Wounds 1
Saving Throw 5+
Cost 15 credits or 20 credits if
armed with pistol and blade.
Possessed Pirate Gunner
Shooting attacks 3. Armed with Shard (Vulcan) Cannon
Close Combat attacks 0
Wounds 1
Saving Throw 5+
Cost 30 credits
 
Possessed Alien
Shooting attacks 0
Close Combat attacks 3. No saving throws.
Wounds 1
Saving Throw 6+
Cost 35 credits
 
Evil Marine
Shooting attacks 1. Armed with rifle.
Close Combat attacks 1 or 2 if armed with two weapons.
Wounds 1
Saving Throw 3+
Cost 30 credits plus 10
more if armed with two weapons.
Bezerker (Hero)
Shooting attacks 1. Armed with pistol.
Close Combat attacks 3.
Wounds 2
Saving Throw 3+
Cost 100 credits
 
Lord
Shooting attacks 1. Armed with plasma pistol
Close Combat attacks 4
Wounds 3
Saving Throw 3+
Cost 220 credits
 

These are the 2 main forces in the game. If you want to use a different force you will have to make up rules yourself.

Special Rules[]

Fist Weapon: This will make the user strike last in combat. It also means the user only has to roll 2+ to wound in combat and adds one to the dice result for injury (Knocked Down etc.) in combat. Plasma Pistols: If you roll a 1 to hit with a plasma pistol roll a dice. 1= Cools down again. 2-3= Knocks firer down. 4-6= Firer taken out.

The same rules apply when you roll a triple 1 to hit with a Vulcan Cannon.

Hope you enjoy playing this game (if you do).

Extra Units[]

You can get these after you've won a number of battles. You get 200 credits after each victory.

Humans[]

1 Battle Needs to be Won

Speeder
Shooting attacks 3. Armed with Vulcan Cannon.
Close Combat attacks 1
Wounds 2. If it loses a wound it cannot
shoot and move in the same turn.
Saving Throw 3+
Cost 50 credits
 

2 Battle Needs to be Won

Battler
Shooting attacks 3. Armed with Vulcan Cannon
Close Combat attacks 2. No saving throws.
Wounds 3
Saving Throw 2+
Cost 200 credits
 
Sniper
Shooting attacks 1. Re-roll if miss. Re-roll if fails to wound
Close Combat attacks 1
Wounds 1
Saving Throw 5+
Cost 70 credits
 

3 Battle Needs to be Won

Speeder
Shooting attacks 1
Close Combat attacks 2
Wounds 1. Can heal one model within 6" each turn.
It does this in the movement phase.
If it heals it can't do anything else that turn.
Saving Throw 3+
Cost 50 credits
 
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