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Blue Max Combat Dice

This document proposes an optional dice-only combat system for the Blue Max: Miniature Rules edition miniature wargame. It replaces the standard combat values and results with rolling a number of six-sided dice determined by aircraft stability and range. Rolling red or blue pips on the dice represents scoring hits. Players can modify the number of dice rolled based on various in-game factors like weapon type, targeting conditions, or aircraft maneuvers. The system is designed to streamline combat resolution while maintaining uncertainty through dice rolls.

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0% found this document useful (0 votes)
39 views2 pages

Blue Max Combat Dice

This document proposes an optional dice-only combat system for the Blue Max: Miniature Rules edition miniature wargame. It replaces the standard combat values and results with rolling a number of six-sided dice determined by aircraft stability and range. Rolling red or blue pips on the dice represents scoring hits. Players can modify the number of dice rolled based on various in-game factors like weapon type, targeting conditions, or aircraft maneuvers. The system is designed to streamline combat resolution while maintaining uncertainty through dice rolls.

Uploaded by

libros oladola
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Dice Only Combat System

For Blue Max: Miniature Rules edition

One of the only aspects I found interesting about the


4th edition of Blue Max (2014) was that they added an
all dice combat system and included six unique six-
sided dice. Using a dice only combat system is not a
perfect substitute for using the Combat Values and
Combat Results, but I think there is something to be
said about using dice only. Besides, rolling dice is fun.

In the end, I was inspired to see if I could somehow


adopt something like this to the Blue Max: Miniature
Rules and replace the Combat Values and Combat
Results. The dice only combat system presented here
can also be applied to the 1st edition (1983) and 2nd
edition (1992) of the game, but the focus will be for the
Blue Max: Miniature Rules or 3rd edition (1995) of
the game as I feel this is the best version of Blue Max
available at this time (2016).

First, you need a set of six combat dice. If you were


unfortunate to pickup the 4th edition of Blue Max, then
the silver lining is that you have a set of these dice. If
you do not have a set of these combat dice, then you
can easily make a set by taking some normal six-sided
and coloring in specific dots with red and blue paint.
Two sides will need to be red, and another two sides
will need to be blue. If you would like to match the
numbers on the original dice, the colors are as follows:
1 and 6 are Red
2 and 5 are Blue
3 and 4 are White

Or if you have some plain blank six-sided cubes/dice,


you can simply make two sides red and two sides blue,
but using any ordinary six-sided dice will do just fine.

Using the combat dice is simple and easy. Have a look


at the quick reference sheet below to determine how
many combat dice to roll. Start by cross referencing
your aircraft’s stability with the number of dice you
start with, and then apply the modifiers.

It needs to be stated that this is only an optional rule,


and all players must agree to use this optional rule or it
cannot be used.
Starting number of dice:
Range0 Range1 Range2 Range3
Stability A 3 3 2 1
Stability B 3 2 1 1 A player cannot roll
Stability C 2 2 1 0 more than six dice.
Short Burst – Subtract one die
Medium Burst – No change
Long Burst – add one die & check for jamming
Add one die for Subtract one die for
▲ Target stalled ▼ Attacker’s speed is 3 or 4
▲ Fired at target last turn ▼ Target at different altitude
▲ Tailed target ▼ Flexible gun (Observer)
▲ Firing with no deflection
Single Gun:
If the attacker has a single gun, the target may have the attacker re-roll any one die.
Target is at a lower altitude:
If the target is at a lower altitude, the attacker may re-roll any one die.
The following Special Gunnery Abilities need to be changed for use with this dice only system.
"Die Roll" - The attacking player may re-roll any one combat die.
"Deflection" - The attacker is always treated as "Firing with no deflection."
"Fire Value" - Add one combat die.

Starting number of dice:


Range0 Range1 Range2 Range3
Stability A 3 3 2 1
Stability B 3 2 1 1 A player cannot roll
Stability C 2 2 1 0 more than six dice.
Short Burst – Subtract one die
Medium Burst – No change
Long Burst – add one die & check for jamming
Add one die for Subtract one die for
▲ Target stalled ▼ Attacker’s speed is 3 or 4
▲ Fired at target last turn ▼ Target at different altitude
▲ Tailed target ▼ Flexible gun (Observer)
▲ Firing with no deflection
Single Gun:
If the attacker has a single gun, the target may have the attacker re-roll any one die.
Target is at a lower altitude:
If the target is at a lower altitude, the attacker may re-roll any one die.
The following Special Gunnery Abilities need to be changed for use with this dice only system.
"Die Roll" - The attacking player may re-roll any one combat die.
"Deflection" - The attacker is always treated as "Firing with no deflection."
"Fire Value" - Add one combat die.

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