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 Directorates Manual
on Quickfire Gaming
Part
One: Requirement Generation
Section
1 The Five Ws (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
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