INDEX      PART 1     PART 2     PART 3     PART 4     PART 5     PART 6     PART 7     PART 8     PART 9     PART 10      RULES PAGE   RULES AS A MS .DOC

Quickfire 2

UNIVERSAL SCIENCE FICTION MINIATURES

INDEX

Part One:  Vehicle Construction I (The Vehicle).

Section 1 – Introduction

Section 2 – Model Translation

Section 3 – Damage Points (part 1)

Section 4 – Speed

Section 5 – Propulsion Types

Section 6 - Crew Factors

Section 7 – Armor

 

Part Two:  Vehicle Construction II (The Weapons)

Section 1 – Damage Points (part 2)

Section 2 – Guns

Section 3 – Rockets

Section 4 – Missiles

Section 5 – Energy

Section 6 – Auto-Cannons

Section 7 – Mortars

Section 8 – Howitzers

Section 9 – Low Pressure Guns (LPG)

 

                      Part Three:  Vehicle Construction III (Vehicle Additions)

Section 1 – Introduction to Electronics

Section 2 – Basic Radar

Section 3 – Electronic Counter-Measures

Section 4 – Electronic Counter-Counter-Measures

Section 5 – Advanced Electronic Systems (AES)

Section 6 – Close-In-Weapon-System (CIWS)

Section 7 – Custom Built Weapons

 

Part Four:  Infantry

Section 1 – Introduction to Infantry

Section 2 – Class

Section 3 – Movement

Section 4 – Infantry Weapons

Section 5 – Other Infantry Equipment

 

                      Part Five:  Playing the Game I (General Mechanics)

Section 1 – The Quickfire Philosophy

Section 2 – Class and Options

Section 3 – Orders

Section 4 – Cards, Dice, and Measuring Devices

 

                      Part Six:  Playing the Game II (Conduct)

Section 1 - The Game Sequence

Section 2 – Following the Flow Chart

Section 3 – Direct Fire

Section 4 – In-Direct Fire

Section 5 – Ramming

Section 6 – Boarding actions and Hand-to-Hand

Section 7 – Morale (Beyond the Damage Table)

Section 8 - Damage Control

Section 9 - Landers and Aircraft

 

Part Seven: In Space No one can hear you Whine

Section 1 – The Miniatures

Section 2 – Measuring

Section 3 – Movement

Section 4 – Turning

Section 5 – The Third Dimension

Section 6 – Jumping

Section 7 – Shields

Section 8 – Ramming

 

Part Eight:  All of the formulas

 

Part Nine:  All of the Charts  

 

THE CHART:  A step-by-step Guide for running a Quickfire Game 

 

Part Ten:  Optional “House Rules”

 

General Operations Directorate’s Manual on Quickfire Gaming

 

Part One: Requirement Generation

Section 1 – The Five “W’s” (Who, What, Where, When, Why)

Section 2 – Determining Who will play

Section 3 – Determining What will be used

Section 4 – Determining Where and When to play

Section 5 – Determining Why you are playing

 

Part Two: Organizing the Game

Section 1 – The Plan

Section 2 – Obtaining Material

Section 3 – Painting the Picture

Section 4 – Writing an Order

 

Part Three: The After Action Review

Section 1 - Why

Section 2 – How to Conduct an AAR