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One Shot One Kill Skirmish Rules

Version 1.0 Draft

One Shot

One Kill

By Luke A. Fink

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One Shot One Kill Skirmish Rules

Version 1.0 Draft

Barren Games

Squad Level
Skirmish Combat Rules:
Copyright Luke A. Fink 2015

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1.S.1.K.
O.S.O.K

Pun on the Game:


I am sure for those who read and download these rules they will make puns of the name I used
for the rules system. I am okay with that so I want you to enjoy the game as it is presented. These
rules are by no means complete and I am completely sure that some rules are missing for certain
actions and weapons. I will be honest these rules came together over just a few weeks of
deliberate thinking of a quick rules set with less than 50 pages of jargon. While this remains a true
draft it is a very playable version. Surely in the near future the rules will be further cleaned,
gleaned and upgraded.
The Disclaimer:
One Shot One Kill is copyrighted material claimed by the Author. No reproduction or alterations of
these rules are allowed without explicit consent of the author. Some sheets and charts here may
be reproduced for private use only.
These rules are governed under a free use clause. This clause states that you may have a
single copy of these rules freely without duties or fees. When at such a time, in the future
permits these rules may no longer be free to download and may be purchased from the author or
his agent(s).
As of this current print that you are reading the Rules are Free. This does not mean this
wont change in the near future if people want a hard or softbound book copy.
Current Version - Draft 1.0
As of 6-6-2015

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Dedication:
These Game Rules are dedicated to my father Earl Fink (RIP), who served our nation in the
Korean War (The Forgotten War),
My Cousin Kevin Fink (RIP) who died while serving our nation On Arrow Flight 1285, while
returning home from Operation Bright Star in Egypt December, 1985. Hezbullah claimed
responsibility of that disaster.
My brother-in-law Marvin Baker (RIP) who also served in the Vietnam War and saw the
horrors of being a hero and victim to political correctness.
To all my Uncles and Cousins who also served their nation in WW2, Korea, and Vietnam,
sadly all save Uncle Irvin Fink (USA) and Uncle Fred Burns (USN) are gone from us,
My Brothers Earl, Elmer, Ron, and James, who all served in the US Army,
My Brother John Fink who served with the US Air Force in Operation Desert Shield &
Desert Storm and as a Contractor in the War on Terror,
My nephew Adam Fink, who served with the US Air Force and US Army in Operation Iraqi
Freedom, Enduring Freedom and the War on Terror,
My Brother-in-law Robert Hildebrand who served with the US Marine Corps in Operation
Desert Shield & Desert Storm
For many of my good friends who served with me in the US Navy and US Army While in
Operations Desert Shield and Desert Storm and after 9-11-2001, This list is long but some
honorable friends mentions include,
Jeff Brissette
Gerald Galbraith
Bruce Johnson
Mike Hermanson
Jeff Craig
Keith Waldersdorf
John McIntyre
Joe Dolan
Earl Ralph
Paul Slonaker
Alvin Crawford
James Hall
Steven Freidenberger Sr.
Steven Freidenberger Jr.
Daniel Kephart
Gary Askey
Kevin Servello
Ashley Clarke
John Gardner
And many many more!!!
My very good friends Christopher Garhart who is serving with the US Army and Michael
Garhart who serve with the US Marine Corps.

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-IntroductionDo not be fooled by the name itself as it can be misleading. One Shot One Kill is a game of Skirmisher Warfare. Players
have fun and enjoyment employing tactical scenarios or the private One on - One Bloodbath. At the end of each
scenario winners and losers earn Victory Points which can be exchanged for Items, Experience Points for Skill Increase
and other criteria. The problem is that you never know who the survivors are going to be.
Each player assumes the roll of a Squad Leader or Team Leader. These rules use a Squad (9-12 men) or a Team (3-4
men) to accomplish their missions. However even a Platoon element can be utilized from these rules. They will take
longer but they can be used. Missions can be as simple as attacking a house of snipers and killing all the bad guys to
harder missions where a team or a squad must rescue hostages. When a squad or team succeeds they gain (VP) Victory
Points. They can exchange those VP earned in for items, upgrade their stats, improve skills, and change over to money.
Even a loser can earn some VP in a game. Sometimes the loser will bug out normally ending a scenario or fight.
While OSOK/1S1K has elements of a Role Playing Game (It can suffice as one) it was primarily created to be a tactical
man-to-man combat war game in the modern era. The rules are sufficient here too play quick tabletop games or long
scenarios. Most of the games are to be created by you the player as you see fit or by a Referee to enhance the fun. While
several scenarios are included they are nonetheless incomplete. It takes your imagination, dice, and fun to enjoy a few
hours of killing the bad guy or being killed by them.
Yes 1S1K can be a hybrid design for RPG. It was meant to bridge the gape between the two. However it is fun just doing
man-to-man combat as well.

1S1K is a squad level play game and is easily played out on the table. It is designed not to be too complex though it looks
like it may be when initially creating TMs for play. It is designed to be played by 2 or more players. At least one player or
even non-player should be playing the referee. Players can alternate the referee position if they so desire. He or she can
administer rules and make decisions for the players if one is appointed or selected. It can be used for Solitaire (One
Person against Scenarios) play but was not originally designed for that purpose.
The play of the game is Initiative based. No Action Points are used at all in the game. Playing cards are also not needed
but can be substituted when no one has dice or you have the rules and some figurines and no dice can be found (Shame
on you!). Use the 2 through Queen when doing so. The Jack is an eleven and the Queen is a 12. Kings and Aces can be
13 and 14s but not needed for a dice roll.
Players first build their teams or squads. Initially the teams are not point based but roll for gear, money, and other
equipment. As players earn victory points (VP) for accomplishments then they can use them to buy gear, trade for XP and
raise stats of TMs. Specifically there is a possibility that no team is fair or on a level playing field.
I have placed some Rules that can be utilized or discarded at your leisure. They are included to enhance the game. If you
feel a rule is too burdensome then do not use it. If you have questions or comments feel free to email me. An email is
included at the end of the rules booklet.

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1.0 Game Mechanics:


1.0.1 The Old adage of Who, What, When and Where? These principles are the basis for violent combat action. However
some dice and imagination are added. War is dreary and dull. But on the tabletop its not so bad. The game is devised
into several phases. The phases should be followed in order. The Game Phases are as follows:
1.1 Setup Phase:
If a scenario is to be played it has to be setup. All of the pieces and units will be gathered and ready for play. All tools
such as dice, pencils, scrap paper, wound markers, TM chits, or other markers, rulers and tape measurers will be at hand
and all squad sheets should be filled out. The referee should be reviewing the scenario rules and setup and go through
with each player on what they are allowed to do and not to do. A referee may also interject or remove certain rules as
well. The referee should also make sure each squad or team is correct and not been faked. Honesty is the best policy but
we are aware of how some people like to cheat to get the edge.
1.2 Defensive/Objective Positions:
If two people are playing a person will usually play the Defender and he or she may now set up the game. Players playing the Defender unless specific to the scenario may set the defense up as they see fit (flexibility). Examples include
setting up booby traps and mines if they are specific and or present. Bloodbath mode will be treated differently. The
defender may use paper or cardboard chits to mark the locations of his or units and when he or she sets up his or her part
of the scenario. The other player or players should not be on hand or near to see how they are setting the objective up.
1.2.1 Note: The referee if a third person is utilized is allowed to observe the setup and make objective critiques and/or
declare what can be done and not done specifically. The attacking player will act on his or her phase Deployment.
1.3 Deployment/Disembarking:
The Attacker will have a disembarking point. He or she will have his or her units deployed to a point on the game table. If
this is a scenario they may deploy at the specific distances away from the Objective(s). In Bloodbath this will vary
accordingly. Like the defending player he should ask that player to stand by but not observe his or her setup. The attacker
is also not allowed to look over the objective yet. This is the simple form of the unknown which is the Fog of War.
1.3.1 Note: The referee if a third person is utilized is allowed to observe the entire routine and make objective critiques
and/or declare what can be done and not done specifically. This will end the setup phases.
1.4 Fog of War/Intelligence Gathering Phase:
1.4.1 Fog of War Phase:
Is a term some war gamers know well and so do real life military members. It is the element of the war and the unknown.
Unless some form of information is specifically known it is always assumed that teams and units do not know the
dispositions of embedded troops or objectives when it is time to take them on. This is why we have intelligence
operatives, satellites and reconnaissance flights over enemy territory.
1.5 Intelligence Gathering Phase:
This phase if playing a Scenario will be read aloud for Team A and Team B. Team A is usually the Aggressor/Attacker
and Team B is usually the Defender or Belligerent who has at a previous time committed an action not within the game
per see, i.e. invaded the specific area etc. This applies for a scenario. The Intel Report will contain what is known about
the Defender. In this case the Referee double-checks the accuracy of the Defenders setup and compares it to what it is
supposed to be. Some things will be specific and adhered too for the action. Usually things begin to change after the first
complete game turn.
1.5.1 Once the Intel Report is read then the next phase will commence.
1.5.2 Note: Intelligence for Bloodbath: Intelligence in this play will be done by making Spot Checks and Recon Flights,
Satellite Information Rolls etc. This usually occurs during the Interment Phase.
1.6 Initiative/Ambush/Spot Check:
1.6.1 Initiative Roll:
Unless specifically detailed in a scenario Initiative will be rolled using 1d6. The Highest die roll on 1d6 moves first. If the
rolls are tied then proceed to roll 2d6 and re-roll ties until the highest roll wins. Some modifiers can be added or subtracted
to Initiative. For example: an Ambush can add a +3 to the initiative roll if the Party to be Ambushed does not make a
successful Spot Check on his turn if he is moving. This does not occur during Turn 1.
1.7 Ambush:
When a player is moving his TMs towards an objective or moving in particular the opposing player who has his units in
place may actually spot their movement near them. If a moving TM comes within 6 of the non-moving or encamped
opposing TM then the encamped TM can make a Spot Check to see or hear movement coming near him. On a successful
Spot Check Roll the TM can complete a Defensive Fire attempt if the target is within weapons range. A successful
ambush is accomplished when those ambushed are killed or must retreat/move.

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1.7.1 Note: A LOS must exist to see the moving TMs in the OA (Operating Area)
1.8 Spot Checks:
However the loser of Initiative can make a spot check for any number of his or her TMs if other players TMs come within
6 of his encamped or emplaced TMs. The Spot check will verify if there are any combatants in the area and if they are
spotted. If a combatant is spotted the spotted TM can go ahead and either place a figurine (if not present) and or a chit to
specify they have been spotted. Only the TMs in that location are aware of each others presence. The moving player can
do a counter Spot Check to verify the Shooters location if fired on.
1.8.1 Spot Check Roll:
A TM can always make a Spot Check roll when the TM can possibly see enemy action/positions or another TM action
within his field of view (usually within 6). Roll 3d6 and roll below the TMs Perception (PER). The TM can add his PER
bonus.
2.0 Combat Fire and Movement:
2.1 Movement:
When the winner of Initiative moves he may complete several actions while moving. The player moves all of his TMs and
utilize full movement rate or not.
2.1.1 He may move any of his TMs full movement and stop. He may go prone/or kneel only.
2.1.2 He may move half of any of his TMs movement and either 1) Make a Spot Check, 2) Fire at an enemy at -2 utilizing
Quick Fire, 3) Complete a Skill Action, 4) Complete another action such as lighting a fuse or throwing a grenade at -2, 5)
Performing a Medic Heal Check, or 6) Do nothing until end of turn after the other play goes.
2.1.3 He may Fire or complete any action in (2) above at an enemy combatant then move half his movement rate still at 2. Again this is quick fire so the attack may or may not hit.
2.1.4 He may request information (such as operating in another Phase such as use a radio and request an Intel Report)
and stay put and go prone/kneel or cover. (Also see Interment Phase)
2.2 Combat Fire:
When the TM takes his action to fire he must have 1) A clear LOS Line of Sight, 2) Be in range of his weapon or weapons
and 3) Initiate Combat Fire by rolling 2d6 and adding his ATK/R or if Melee ATK/M bonus versus the Defenders AR. Any
other modifiers due to range, elevation, weapons skills, etc are all applied for both the Defender and the Shooter. The
player will roll for each TM involved in the engagement.
2.2.1 Multiple Targets/ Single Targets:
Multiple shooters can always engage a single target or target within a specific area (example: hex, tank, building area,
sniper in tree, etc).
Multiple opponents can engage each other regardless of Teams. A single opponent with an IW/handgun can only engage
one target at a time unless they are within 3 of that TM which they then can engage the full number of shots allows by
their IW/handgun. The second shot on is -2, then 3rd is -3, and so on, etc.
2.2.2 Quick Fire:
Can be performed anytime a TM is moving half his movement. He can then aim and shoot his weapon or swing a knife etc
only at one target no matter if it is close range up to the effective range of the IW or IDW. The attack roll is made at -2.
2.2.3 Prepared Fire (Normal Fire):
When the TM has made his movement last turn or is stationary and performed no other actions the current turn he may
select his target and fire without the -2 Quick Fire Rule.
2.2.4 Line of Sight (LOS):
The TM must have a clear LOS in order to shoot at an enemy. If no clear LOS is present the shot cannot be made unless
the weapon is an IDF weapon such as a Grenade Launcher.
2.2.5 Range:
As mentioned the weapon of the shooter can shoot at a maximum distance of the weapon. Any shots beyond that incur a
-1 to hit per inch beyond that. Thus a weapon with a range of 12 will have a -4 to hit if they are shooting out at 16. Some
weapons cannot be shot beyond a certain range period and are given a No for range.
2.2.6 Machineguns:
A Machinegun can engage 1d3 targets within LOS and Range. The gunner and helper (if he has one) are exposed after
the first shots are fired thus reducing their AR by -1. His rolls to attack are also modified due to exposed fire on the second
shot -2, 3rd shot -3 and so on.

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2.2.7 Area of Effect Weapon(s):


Have a range band as in a radius outward from the initial blast. Thus when a shell, bomb, missile explodes with-in its blast
radius, the radius chart is used or a ruler is used to see who is all within the damage area. Any TM in this range band is hit
on a successful Attack Roll. Then Damage is applied. Grenades, rocket launchers, missiles, howitzers, tank guns, and
40mm or larger rounds count as AoEW(s).
2.2.8 Damage:
When a hit is achieved the player who shot will roll Damage dice for the weapon they used, and mark off the ammo used.
Then the target TM/defender will subtract the number of HP taken from his or her TM.
2.2.9 When a target is reduced to of his HP he has achieved a Light Wound. There are no disadvantages or modifiers
for a Lightly Wounded TM.
2.3.0 When a target is reduced to half of his HP he is regarded as Mildly Wounded and his attacks and skill checks are
made at -2. He must be healed up another 1/3 of HP to be considered Lightly Wounded and have no affects to combat.
2.3.1 If the target hit is reduced to 1 or 2 HP he is considered Seriously Wounded and Out of Action (OOA). Roll an
Endurance check with bonus to see if the target is conscious or not. He cannot perform any actions at all. If he does not
receive medical help within 3 game turns he will succumb to his wounds and die. The Save versus Death Rule may apply
when the HP reaches 0 in Turn 3.
2.3.2 If the target is reduced to 0 HP he or she is Critically Wounded and can make a Save versus Death roll via the
Referee and this roll can be secret and not shown to the shooter. This target is also OOA. If the roll is successful the
Target is considered dead to the shooter and falls prone. If the body is not shot again or a Coup DeGrace is not
performed at the end of turn another roll can be made to see if the injured TM is awake or not via Endurance Check.
However the TM cannot perform any actions or move. If he does not receive medical help within 2 game turns he will
succumb to his wounds and die.
2.3.3 When a target is reduced below his HP by -1 but no further than -6 HP he is considered dead. If a medic is within 3
and has movement left he or she can attempt to save their lives. Both the medic and the dying Target make Saves versus
Death. If both are successful the dying TM is placed at 0HP and treated as an unconscious and critically wounded.
2.3.4 Coup DeGrace:
When a target is immobile, unconscious, OOA a player may on his turn allow a TM t commit the Coup DeGrace. This
attack automatically kills the incapacitated target. No dice rolls are required.
2.3.5 Defensive Fire (Defender):
Is the same as Basic Fire as in Fire and Movement Rules. However the defender cannot move until it is his or her turn to
do so.
2.3.6 When a players TM goes into movement that is the only other time when the other player may induce a Spot Check
and or Ambush Rule where Defensive Fire May Occur. Defensive Fire cannot occur if the Defender does not do a Spot
Check.
2.3.7 Wounded TM:
If the TM in movement is wounded but not critically or seriously he or she may move the rest of his or her movement as
allotted by the Fire and Move Rule or Full Move if his TM had not fired. They TM may then fall prone and they will subtract
1 more point of damage. This could result in a critical wound. Follow the Rule for Damage.

3.0 End of Turn(s):


Once Initiative is over and Actions are taken by the Initiative Winner then the Second player completes his or her actions
in the same order. After which the Turn is over.
3.1 Once a Turn (Both players have gone) is over then the Players proceeds to the Interterm Phase 4.0 before they roll for
initiative once again.

4.1.0 Interterm Phase:


During this Phase the loser of the first/last initiative may roll dice to determine the outcomes of the following actions first
then followed by the winner of initiative. The below actions must be indicated by the players during their turns. For
example: Player A states the scenario will allow a Paratroop drop of 1d6+3 men on Turn 2 so he announces this at the
beginning of his turn as he lost 4 men to combat. Player B stipulates he will use a Stinger team (off board) to shoot the
plane down. Both of those actions occur during the Interterm Phase.
4.1.1 Medical Healing:

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If a medical check was made during the last turn on a TM who was treated for a wound or wounds gains his rolled or
modified HP back. A player who was OOA is still OOA and cannot return to the fight until 2d6+2 days have past.
4.1.2 Mortuary Teams:
If the fighting has ended then the winning side will have the joy of sending out a mortuary team or so to collect the dead
and the deceased items and weapons. The loser can also have locals, other Insurgents collect their dead as well but must
wait for the Victor to do so first. This could lead to further reaction and another combat turn or two. Mortuary Teams
disembark at 6 from the initial deceased TMs.
4.1.3 Air Strike(s):
During this phase is when a called in Air Strike take effect. Targets are engaged and damage is rolled. Defensive Fire and
Spot Checks are possible. A Stinger or AAW, SAM team may fire defensively this phase.
4.1.4 Paratroop Drop(s):
During this period is when Paratroopers can drop and set up a bridgehead or Disembarking point. Planes, Jets, and
Helicopters can still be attacked by Defensive Fire. Paratroops cannot land on the same landing hex or spot. They can be
adjacent however.
4.1.5 Satellite/Air/Drone Reconnaissance:
During this phase all information on the battlefield is gathered and assimilated into the next Intel Report. Not all Players
will have access to this information. Some Scenarios will allow Insurgents/Locals to also act as Spies, Lookouts, and
Observers.
4.1.6 Radio Communication(s):
All players may radio other players or his or her TMs on the field of battle/play, preparing for Interphase deployment and
update information and Intelligence. They may also communicate with other allies, neutral parties and even the enemy or
belligerents.
4.1.7 News Crew(s):
It is possible that in some scenarios a News Crew will show up and start observing the fighting. Only certain
Players/Insurgents are allowed to attack them or drive them off. If any are killed by friendly fire by good forces then that
Player loses -100 VP. News crew shows up 1-2 on a d6. Number 1 to 3 (d6) reporters and a cameraman. Roll up as
unarmed TMs with flak jackets, helmets, and or Kevlar vests.
4.1.8 Naval Gunfire Support:
This is like IDW or Artillery support. During this phase Navy ships can launch missiles, and gunfire from their ships.
Determine the missile types and gun types of the ranged weapons to be used. NGFS is off board unless the scenario or
Bloodbath is being played out in a port city, shoreline, coastal area, or river.
4.1.9 Artillery Barrage:
Just like NGFS, Artillery is off board and can be called in on a previous turn. The artillery barrage will land causing
damage to an area of effect. The number and types of artillery used must be decided during setup.
4.2.0 Shoot Down:
The players will decide if a specific type of weapon is employed and a shoot down of aircraft will occur. AA Guns, CIWS,
Stingers, SAMs, Hawk batteries etc are all utilized for shoot downs.
4.2.1 Air - to Air Combat:
This allows the players to engage in dog fighting between jets and or helos etc. The number of A/C etc must be known at
setup.
4.2.2 Insurgent Recruitment:
More Insurgents arrive at a disembarking point. They can also be citizens who pick up weapons or arm themselves from
in town and arrive on the scene. Usually these units are not trained soldiers but sometimes they are.
4.2.3 Civil Unrest:
4.2.4 Command Recall:
4.2.5 Abandon Objective:
4.2.6 Third Party or Forth Party engagements:
4.2.7 Chemical, Biological, Nuclear Attack:
4.2.8 Disease Outbreak:
4.2.9 Act of God Event (Storms, Flooding, Earthquakes, Tornado etc):
4.3.0 Amphibious or Ground Assault:

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4.3.1 Riverrine/Coastal Attack/Assault:


4.3.2 Troop Reinforcement(s):
4.3.3 Drug Lord/Gang Attack(s):
4.3.4 Charlie in the Wire/Suicide Bomber(s):
4.3.5 Workplace Violence:
4.3.6 Team Member Freak Out/PSTD:
4.3.7 WW3 Outbreak:
4.3.8 Highjacking/Hostage Situation(s):
4.3.9 Airliner Crash:
4.4.0 Major Fire(s):

4.5 Alien Attack/Assault:


4.6 Alien Invasion:
4.7 Alien Ship Crash:
4.8 Meteor Shower:
4.9 Asteroid Impact:
5.0 Zombie Apocalypse:
5.1 Vampires and other Undead:
5.2 Werewolves and Shape Changers/Shifters:
5.3 Super Heroes/Villains:
5.4 Fantasy Race(s) Invasion:
5.5 Inter-dimensional Things/Strange Things:

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6.0 Squad/Team Creation:


6.1.0 Most scenarios are squad sized to deal with. However the element of using Teams is also important. The players do
not have to make Teams for the scenarios as they usually include them. But for One-on-One Bloodbaths Teams or
Squads will need to be created.
6.1.1 Typical Squads in a trained military force are either Nine (9) Men or Team Members (TMs) or Twelve (12) Men.
Most Squads are broken down into Two (2) Fire Teams (Alpha and Bravo Teams) with a Squad Leader (SL) - (SQL) and
or a Sniper/Machinegun Team. A Platoon could have between 2 Squads to 4 Squads with a support team (or 2) of some
sort. So you also may have a Delta and Echo Fire Team if a second Squad is deployed. However each Squad or Team
must be built and equipped. Normally most Teams are not elite and thus start at the bottom and work their way up.
6.1.2 Special Force Squads while similar can be fundamentally different from a normal infantry squad. They can include 3
teams of 4 men each and snipers can act independently. Thus a team could have 3 snipers, a medic or two along with the
rest of the Fire Team. These units can be made up as needed or by scenario base. SOF teams are Veteran or above.
6.1.3 Once a TM has made so many operations and he changes to Veteran Status you can look to make him an elite TM
eventually and become a Operator (SOF).
6.2.0 Squad - Team Start:
6.2.1 At start you must roll two six-sided dice (2d6) for each of your Team Members (TMs) Attributes/Statistics. The
number will range from 2 to 12 (17 possibly). Each attribute will cross reference to an Attribute Modifier Chart that tells you
the Bonus for that Stat. You record these for each TM on their Team Member Card. You are allowed the option to give
your SQL 5 bonus points to add to any of his stats. Your SQL will be either one of the following ranks.
Squad Leader
Squad/Team
Leader (1d6)
1

2-4

Level - Rank and/or Bonus


E-4 Corporal Corporal PO3 Senior Airman
+1 to Indirect Fire Call and Radio Operations
Rolls.
E-5 Sergeant Sergeant PO2 Staff
Sergeant
+1 to Morale Rolls and +2 to Attacks*.
E-6 Staff Sergeant Staff Sergeant PO1
Tech Sgt.
+1 to Leadership Rolls + Morale and +1 to
Attacks.*
E-7 Sgt 1st Class Gunnery Sgt CPO 1st
Sgt.
+2 to Leadership Rolls + Morale and +1 to
Attacks.*

VP
Value
50

100

150

200

* The Attack Roll bonus will apply to all members of a Team operating within 6 of the NCO in question. Note the rank
does not give you the bonus but the position. Yes the SGT gives +2 to Attack Rolls.
6.2.2 Then your Team Leaders will also be rolled for subtracting -1 from the dice roll and consulting the number in
parenthesis. The rest of the Team will be E-1s, E-2s and E-3s and or E-4s. You can roll for each if you like. (E-1s) usually
are not in the field unless in dire need but you make the call.
Team Members
Team
Member
(1d6)
1
2-3
4-5
6

Rank and/or Bonus

E-1
E-2
E-3
E-4 Corporal/Specialist Corporal PO3 Senior
Airman. +1 to Indirect Fire Call and Radio
Operations.

VP
Value
10
15
25
50

6.2.3 You will then proceed to roll for HP or Hit Points for each TM. This is the Life Force of your TMs. The player rolls 1d6
+ 1d6 for each TM and their levels. He then will add his or her END Bonus (max +3) for a final HP total. Specialties add
further HPs. A TM of level 3 (E-3) would be 1d6 + 3d6 + End Bonus for those 3 levels.
6.2.4 Once that is complete you will determine each TMs base (AR) or Armor Rating. It normally will begin at 0 and the
AGL bonus is added. When the TM has armor on this will change again. This will change from time to time.
6.2.5 After the AR is figured out its time to determine the TMs Heal Rate (HLR). The TMs Heal Rate is 1 + Level + End
bonus per 24hr period. If the game is just a short skirmish then TMs heal up completely if they survive the predetermined
combat time. Thus if the TM is Level 1 (Normal at start) his or her HR will equal 1+1+End Bonus (Not being more than 5
at start).

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6.2.6 So theoretically a TM will take several days or longer to heal once he or she leaves the field of battle. It is possible to
run a scenario where a TM will not be 100% healed and be required to go back out on a mission.
6.2.7 Next we have Throw Range (THR). This is the range a TM can toss a grenade or even a football. The maximum
weight that can be tossed this distance is 1lb. This is equal to STR x 1 in inches. Thus a TM with a STR of 10 can throw
10. A TM who is less than a particular STR rating wishing to throw further than they normally can receives a -1 modifier
per inch over their STR score.
6.2.8 Now we have Movement Rate (MVR). Movement is equal to the AGL of the TM. Thus a TM with an AGL of 9 can
only move 9 in a normal combat round. If a TM moves his or her full movement rate all they can do afterwards is fall
prone. They cannot perform any other actions. A TM can attempt to run twice his Movement but makes all Spot Checks at
-4, other Checks at -2 and is easier to shoot unless hidden behind an obstacle. The bonus to hit the moving TM is +2.
6.2.9 Attack Bonus or (ATK/M) and (ATK/R) is the next abilities we have. There are two attack abilities. One is Melee for
H-t-H combat and melee weapons such as knives and swords and the other is for ranged weapons. The Melee ATK or
ATK/M is equal to the STR bonus while the Ranged ATK or ATK/R is equal to the AGL bonus. Note: When attacking a TM
must beat an AR of the target on 2d6. Thus an AR of 4 requires a roll of 6 or better including the ATK bonus.
6.3.0 The Defense bonus or (DEF). The Defense Bonus is equal to the AGL bonus and added to the AR of the TM. Thus
if a TM has an AGL of 12 he or she gains a +3 to their AR. This is the Defensive bonus. The AR of a target must be
exceeded by 2 in order for a hit to be scored.
6.3.1 Finally the Morale Bonus (MOR). Moral is based on the TMs Willpower (WIL). The Wil bonus is the modifier when
the TM must make a Morale check when coming under fire or when a TM or SL is wounded or lost in combat.
6.3.2 When all these steps are completed then Outfitting x.x of the TM takes place.

6.4.0 Attributes/Statistics:
6.4.1 Characteristics: Squad/Team Members (SM or TMs) are created individually. Thus dice are rolled for each
individual statistic. When creating team members roll 2d6 for their characteristics. When making checks against an
Attribute roll 3d6 (3-18). The roll or lower must be rolled to succeed. Modifiers apply.
6.4.2 The following are the Attributes for 1S1K and are as follows.
6.4.3 Strength: (STR)
The bear brute force of the team member. Strength x2 (240lb) is the maximum lifting weight of the TM. Carry Load is
equal to Strength in lbs.
6.4.4 Endurance: (END)
The shear ruggedness of a man in the weather and his or her ability to survive in the wild or off the land. Endurance also
helps determine healing, poisoning, and sickness healing rates and saves. A Save versus Death is a roll made versus
END (3d6).
6.4.5 Agility: (AGL)
This is the Nimbleness Ability. This determines the flexibility of TMs. It also helps with defense.
6.4.6 Charisma: (CHA)
While not always physical this stat helps a TM or SL deal with morale issues. Charisma comes into play here.
6.4.7 Tech: (TCH)
Not all people are tech savvy. So this attribute is for everyone to see how well he or she is when he or she comes across
new technology or even older technology.
6.4.8 Intelligence: (INT)
If you smart and you know it roll a 12 on 2d6. A high intelligence means you are smart but not always street smart.
6.4.9 Willpower: (WIL)
This is the base chance of the TM to be fearless or weak in the stress of combat. This stat must be used for Morale
checks.
6.5.0 Perception: (PER)
This attribute basically has to deal with reaction and perceiving things as they happen especially as a look out or a scout.
This involves Spot Checks.

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Stat Blocks:
Str

End

Agl

Cha

Tch

Int

Wil

Per

+/Bonu
s
Here

>

>

>

>

>

>

>

6.5.1 The following chart is used for the Attributes to assign modifiers. These modifiers are used on Attack and Defense
rolls and for Skill and Spot Checks.
Attribute- Statistical Bonuses/Modifiers Chart:
Attribute Score
Bonus
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17

-2
-1
0
+1
+2
+3
+4
+5

6.6.0 Basic TM Abilities:


6.6.1 Hit Points: (HP)
Is equal to 1d6 + 1d6 per level of the TM and the END bonus for a total HP value. They rise when the TM levels up. Roll
1d6 per level rise + END bonus. Some armors also provide HP against attack or modify the damage dice.
6.6.2 Armor Rating: (AR)
AR starts out at 0 for all TMs and bad guys as well. Armor and the Defense bonus modify it. The higher the AR the harder
it is to hit the armored person.
6.6.3 Throw Range: (THR)
This is equal to STR x 1 in inches. Thus a TM with a STR of 10 can throw 10. A TM who is less than a particular STR
rating wishing to throw further than they normally can receives a -1 modifier per inch over their STR score. Thus a TM with
an STR of 8 wants to throw 12 away he incurs a -4 to hit penalty. The intended range is rolled for and if it is a failure that
roll number is how far the object was thrown and 1d6 (1-3) to the left or (4-6) to the right is made for. If it was a grenade
then it explodes there.
6.6.4 Attack (ATK/M):
A melee or thrown weapon attack is done with 2 dice (2d6) a roll of 2 or higher is needed to succeed per Armor Rating.
Apply the melee attack bonus (STR Bonus) and the skill level of HTH Combat or Martial Arts skills. AIM and Shooting is
done the same way but uses AGL (ATK/R).
Armor Rating and required Hit Roll (2d6)
AR
0
1
2
3
4
5
Roll
2
3
4
5
6
7
*Remember 2 above the required AR is needed to hit.

6
8

7
9

8
10

9
11

10
12

11
13

12
14

13
15

6.6.5 Aim/Shooting: (ATK/R)


This is the same as Attack (ATK/M) except this is the primary used fighting Skill roll. Aim is based on the AGL bonus while
melee is based on STR bonus. When combat dice (2d6) are rolled when shooting the TM adds the AGL bonus to his or
her Attack roll and any skill modifiers and other various factors and modifiers.
6.6.6 Defense: (DEF)
Defense coincides with the AR or Armor Rating. Is the negative modifier to an Attack roll versus AR and is reduced by the
AGL bonus and any other defensive moves, positions or particular skills. The AGL bonus is added to the AR value which
begins at 0. Thus a TM with a flak jacket AR of 2 and an AGL of 12 (+3 bonus) would have an AR = 5.
6.6.7 Movement: (MVR)
Is equal to the TMs AGL in inches. Thus an AGL of 9 allows 9 of movement. During movement no actions can take place
if the movement is full movement. A TM can always move half his or her movement and fire, go prone, climb, or another
action. When a TM is at Full Load he can only move half of his or her movement rate.
6.6.8 Heal Rate: (HR)
TMs heal 1 + Level + End bonus per 24hr period. If the game is just a short skirmish then TMs heal up completely if they
survive the predetermined combat time. Medical skill and other medical help modifies the HR.

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6.6.9 Gear Load:


Is the maximum amount of items and weight a TM can carry. The base is STR x10lb. Thus a TM with 12 STR can carry
120lbs of gear at normal movement rate. Otherwise he or she will have to make frequent stops and all checks and combat
rolls are made at -2.
6.7.0 Fatigue Rules:
Not yet implemented.
6.8.0 Predefined NPC TM(s):
TMs for scenarios or homemade scenarios can be custom made. This allows a little freelancing for the players and or
referee. The following are Average TMs
Team SO: Special Forces: Rolls stats. Add 2 to all physical stats. No stat may exceed 16 at start. Rank E-5 minimum for
all members.
Team IN: Infantry: Roll as per normal. No bonuses or changes required.
Marine IN: Infantry: Roll as per normal. No bonuses or changes required save Marines gain a +1 to Initiative for the first 2
Turns. Marines strike fear into opponents.
Individual Equipment: for all TM(s) are an Individual Weapon, SOF and all NCOs E-6+ will also have a Sidearm, Six
30 round Magazines, 2 to 4 hand grenades, Night vision goggles and body armor.
Snipers Load: Will carry their Sniper Rifle (choice) at least 60 rounds of ammo, a side arm, a telescopic scope for rifle,
optional spotters scope, a camouflage guile suit, body armor, and 2-3 smoke grenades. Otherwise their load outs will be
the same as infantry load outs.
Insurgents: Usually carry an AK/AKM (choice) of some sort, 50% chance of body armor (1-3 on a d6), between 2d6x10
rounds of ammo in 30 round magazines. And a 1 in 2 (d6) chance of carrying a RPG with 3 rocket propelled grenades.
Suicide Bombers: Usually will be armed as Insurgents plus a suicide vest or belt containing TNT/Dynamite or C4
explosive. The damage down with this belt is 6d6 x6 points of damage when detonated. See Rule 8.6.3

7.0 Skills Usage/Skill Checks:


7.1.0 Skill Points: (SP)
Each TM begins with 5 Skill Points. He or she may add extra Skill Points by his or her INT bonus. Skill Points may be
saved and used at a later time or they may be used to increase a skill. If used at the beginning of a game it is assumed
the TM has the skill already. Increasing a skill requires the TM to be OOA or OOC for 4 Months (Game Play) and will cost
the same amount to increase the skill as initially bought. A skill that costs more than 5 SP normally requires an OOC of 6
months. An increase in the level provides a +1 to rolls normally unless noted otherwise.
7.2 Skill Checks:
7.2.1 Some Skills require a Success Check. Normally it is 8+ on 2d6. Dice modifiers will change that or a difficulty level
and so on. The following tasks are relatively simple but can be changed to each person style of play; Easy 6+, Average
8+, Hard 10+, Difficult 12+, Extreme 14+, or Almost Impossible 16+.
7.2.2 Sometimes a skill check may be asked to do much like a Stat check with 3d6 in order to make the roll very easy to
accomplish.
7.3 The Skills:
7.3.1 HTH Combat: the character is skilled in deadly hand-to-hand combat with and without a knife. Each level in this skill
allows a +1 to attack and +1 to damage up to a maximum of +6/+6. The TM gains an additional attack at Level 4 in this
skill (x2 attacks). The cost of this skill is 3 points.
7.3.2 Martial Arts: the character is skilled in special body attacks much like HTH but the TM only gains 1 additional attack
and gains only a bonus to hit for the skill of +1 per level to a maximum of +6/+6. No extra damage is incurred however.
Once the TM gains level 4 in this skill he or she gains an additional attack. (x3 Attacks). The cost of this skill is 5 points.
7.3.3 Sniper: The TM has a natural affinity to shooting and gains a bonus to hit. The sniper gains a +1 to hit for each level
in the skill to a maximum of +6 at level 6. The cost of this skill is 5 points.

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7.3.4 Demolitions Expert: The TM is good at setting and using demolitions of all sorts. He gains +1 to hit per level of
expertise till level 6 (+6). However the opposite of the skill Ordnance Disposal gives a maximum of +3 (at level 6) to
detect and remove booby-traps, mines, and improvised explosives set up in an area. The cost of this skill is 5 points.
7.3.5 Weapons Tech: The TM is an Armorer and can fix a multitude of weapons. A simple Jam is cleared on a (2d) 3+
while more difficult problems are harder to fix. Each level gives the TM a +1 to a maximum of +6 at level 6. The cost of
this skill is 4 points.
In the Field Weapons Repair:
Gun Repair Toolkit is available +1 to dice rolls but add 1 turn to fix.
Gunsmith tools available +3 to dice rolls but add 3 turns to fix.
Manufacturers Tools available +5 to dice rolls but add 5 turns to fix.
7.3.6 EOD: Is the person trained to remove ordnance and dispose of them correctly. They gain a +1 per level to a
maximum of +6 in the skill. They can deploy Demolitions at half the level (+3 maximum) like Demolitions Expert. The cost
of this skill is 5 points.
7.3.7 Crew Served Weapons: The TM can use and operate LMGs/MMGs/HMGs, Grenade Launchers, 25mm, 30mm
mounted guns and any gun that is vehicle mounted below 75mm in size. The skill allows a +1 to hit per level. The cost of
this skill is 5 points.
7.3.8 Anti-Tank Missiles: The TM can effectively use antitank weapons and includes SAMs such as Stingers. The TM
gains a +1 per level to a maximum of +6 to hit. The cost of this skill is 5 points.
7.3.9 Melee Weapon Skill: The TM is skilled in a single to several melee weapons. Choose up to 3 and those weapons
will be +1 to hit and +1 to damage per level of the skill to a maximum of +6/+6. Combat knife can be chosen but not added
with the HTH skill. The cost of this skill is 5 points.
7.4.0 Electronics Tech: The use of this skill allows a TM to hack electronic items or use/repair them. This skill allows a
+1 to success checks on operating, repairing or even making electronic components. The cost of this skill is 5 points.
7.4.1 Computer Programmer/Tech: usually these skills are separate. But in this game they combined for speed of play.
This skill set allows the TM to program computers if he or she has a compiler program of some sort and or fix, replace,
repair-rebuild PCs and Laptops. The skill allows a +1 to skill checks. The cost of this skill is 5 points.
7.4.2 Engineer: The use of this skill requires the TM to have serious knowledge of building design and or structures
design possibly including bridge work and or other types of engineering disciplines. This skill allows the TM to also direct
in the construction or modification of said structures in those on the spot situations. Sometimes these fixes will take time.
The cost of this skill is 8 points.
Easy Fix +2 and 2 turns
Hard Fix +1 and 4 turns
Tough Fix -1 and 8 turns
Impossible Fix -3 and 16 turns. (Game could be over.)
7.4.3 Fabricator/Welder: As the skill implies. A TM can weld things together and also fabricate metal objects and items
and if directed by an engineer gains an additional +1 bonus to the skill check. The cost of this skill is 5 points.
7.4.4 Vehicle Driver: Pick up to 5 vehicles to operate. All must be land vehicles. The cost of this skill is 3 points.
7.4.5 Gunner: This skill allows the TM to fire Howitzers, Cannons, and Tank Guns over 40mm in size. They also can
operate laser range finders and other specialty equipment that are needed with those guns. The cost of this skill is 5
points.
7.4.6 Medic: if the TM is a medic he or she can attempt too Heal wounds. The roll is always hard 10+ (2d6) but without
the skill rolls are more Extreme 14+ (2d6). The maximum skill value is +6. The medic makes a check and if successful can
heal 1d6 + the skill level of his medical skill. If the medic uses a Medical Kit he gains a +1 to the dice roll. If he has an
Emergency Op Area like an ambulance where some further equipment is available he gains an additional +1 to checks. If
a Field Hospital or Other Advanced Medical Facility is used the check is made at a further +3. These rules do not add Scifi possibilities or even fantasy healing possibilities. The cost of this skill is 8 points.
7.4.7 Radio Operator: How can you not have a radioman around when you need him. With this skill the TM can
communicate with other radio operators or command and control facilities. This skill also allows the TM to have more indepth knowledge of the radios he or she is using and can use multiple channels and or coded frequencies. It may be also
used in repair checks and can be added to the Electronics Skill rolls. The cost of this skill is 4 points.
7.4.8 Paratrooper: With this skill a TM can parachute from a Helicopter or Plane onto the battlefield using the newest and
greatest technology in chutes. He or she can land on the right area by rolling a 10+ (2d6) and applying their modifiers. For
each failure see the number failed by. That is the number of inches the TM has moved from the initial drop point. Roll 1 d6

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to determine direction, starting clockwise in a hexagon. If the chute is a steerible chute add a +2 to the dice roll to
succeed. The cost of this skill is 3 points.
7.4.9 SCUBA: this skill allows the TM to dive and snorkel. Movement is cut in half (1/2 of AGL) and combat actions in
underwater motion are -4 at (1/4 AGL) quarter movement. Normally a maximum of 10 turns is allowed for SCUBA ops
with one tank. Divers can also move quietly (Move Silently Check (8+) 2d6); Add AGL, END, and SCUBA Bonuses, if they
try and move 1/3 of their movement and operate quietly. The cost of this skill is 3 points.
7.5.0 Interrogation: this skill allows the TM to torture or question prisoners into giving up information. This skill also
allows the use of certain types of drugs to aid in information gathering. This skill is special and most people even many
soldiers find it unethical behavior. TMs with this skill get unfavorable checks to morale and reaction checks. They are -3.
The cost of this skill is 6 points.
7.5.1 Carpentry: this skill allows the manufacturing of things made of wood. The TM can fabricate houses to wooden
structures. The TM can also operate most tools used in the woodworking trade. This skill costs 5 skill points.
7.5.2 Hunting/Fishing: This skill allows the TM to hunt for food using many tried and true methods. A successful check
always provides the TM with at least 2 days worth of food. This skill cost 3 skill points.
7.5.3 Survival: this skill allows the TM to operate is certain weather conditions that may seem extreme to other people.
The TM gains a bonus to checks in these operating conditions while others receive negative modifiers. This skill cost 4
skill points.
7.5.4 Blacksmith: This skill allows the TM to repair or fix metal items and or weapons. This skill takes time to learn and
train with. It provides positive modifiers. This skill cost 4 skill points.
7.5.5 Language: This skill allows the TM to know one language fluently and can also read and write the same language.
This skill costs 6 skill points.
7.5.6 Climbing/Rappelling: This skill allows the TM to climb certain surfaces with the use of rope and other climbing
media. This skill costs 5 skill points.
7.5.7 Boating/Canoeing: As the skill implies but it does not include open sea sailing which is a different skill set. The skill
includes kayaks, small Jon boats, canoes, and even motor and fan boats. This skill costs 3 skill points.
7.5.8 Navigation: This skill allows the TM to navigate through unfamiliar territory with little assistance. The principle item
used here is the weather, cardinal points, a compass, and or other media to help one fins his or her direction. This skill
costs 3 skill points.
7.5.9 First Aid: This skill allows the stopping of blood loss and to help victims. It does an immediate 1 point of healing but
in order to heal a second point a difficult skill (12+) roll is required. This skill costs 4 skill points.

8.0 Extended Combat Rules:


8.1.0 Spot Check Rules:
A TM can always make a Spot Check or SC roll when the TM can possibly see enemy action or another TM(s) action.
Roll 3d6 and roll below the TMs Perception (PER) score. The TM can subtract his PER bonus from the roll.
8.2.0 Elevation:
8.2.1 No matter how high or how low in elevation TMs are established at they can be no more than a +3 or -3 to hit due to
elevation. Thus a building 5 tall can allow a sniper a +3 to hit a person on the street below but not a +5 to hit.
8.2.2 In raised elevation or trees, towers, building etc; for every 1 in height there is a +1 to hit from that location shooting
downward and a +1 to add to the TMs AR when being fired from a lower position. However no more than +3 is allowed as
mentioned in 8.2.1.
8.2.3 When a TM is firing from a depression he or she fires upwards at -1 to hit. No more than a -3 to hit is acceptable.
However in a small depression the TM can add a + 1 to his or her AR per 1 in a depression. Again no more than +3 can
be added like so and a grenade or explosive dropped in said depression actually gains a +2 to hit (shrapnel). This is
considered confined going to hit no matter what or most likely regardless of a roll.
8.3 Open Terrain:
When a TM is exposed in Open Terrain he or she is +2 to hit. If they are moving in open terrain then this is +1 to hit
instead.

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8.3.1 Light Brush:


When a TM is in light brush such as thickets, and light trees they gain a +2 to AR and movement is automatically halved.
8.3.2 When firing out of light brush the TM is considered 50% concealed and does not gain any tactical advantages.
8.3.3 Moderate Brush:
When a TM is in moderate brush such as medium trees and or heavy foliage he or she gains a +4 to AR. Movement is
however not halved but normal. Concealment is considered 50%.
8.3.4 Heavy Brush:
When a TM is in heavy brush, thickets, heavy foliage he or she has an effective AR of +6 and movement is again halved.
The TM is considered 75% concealed. However firing out of this type of brush is at a -4 to hit.
8.4 Concealment:
When a TM is hiding behind a wall or larger obstruction he or she gains a tactical advantage as far as being hit. So
accordingly per percentage base of the TM being concealed modifiers are added or subtracted from the attackers roll.
Concealment 25% = No Modifiers
Concealment 50% = -2 to hit
Concealment 75% = -4 to hit
Concealment 100% = -6 to hit.
8.4.1 When an IDF weapon is employed to hit a Concealed Target roll to hit, add skill and to hit modifiers, subtract AR
modifiers and Concealment modifiers. A hit occurs when the AR value has been met using 2d6.
8.4.2 When targets are in hallways, narrow tunnels (less than 10 wide) Shotguns and Scattering weapons damage is
doubled and a further bonus of +1 to hit allowed.
8.4.3 Melee Combat cannot occur unless both the attacker and defender are adjacent to one another. This distance is
normally less than 10.
8.4.4 Bows and Crossbows are ranged weapons and arrows may be modified for these weapons. Examples include;
sticks of dynamite or TNT, explosive tips (C4), poisons, line throwing arrows, armor piercing ammo, etc.
8.5 Line of Sight:
As mentioned in Rule 2.2.4 Line of Sight (LOS) in order for a TM to fire at his or her intended target(s) he has to have a
Line of Sight or LOS. The player verifies a line of sight and then can use a measuring tape, pointer stick, ruler or other
measuring device to verify that a LOS can be had. When the LOS is verified then the player can make obvious moves and
or shoot. If a LOS is blocked by buildings only certain weapons can be used to take advantage of this blockage. If a target
is behind a wall or building rubble sometimes the only effective weapon to attack them is by using Indirect Fire Weapons
or IDF(s). Some buildings and obstacles can also be attacked in order to target an enemy. This may not result in a kill but
could flush a target out of its hiding spot.
8.6 Indirect Fire Weapon(s):
IDF(s) are weapons that fire normally in curvature to the earths relative level plane. Technically all projectiles fall when in
flight this applies to slow moving projectiles. The projectile when fired usually rapidly drops due to the earths gravitational
pull and/or the low velocity of the projectile. Thus the weapons are usually raised in an arc to fire over a barrier and hit
what is beyond it. IDF weapons are utilized to attack targets behind barriers such as walls and rubble or in depressions.
8.6.1 Howitzers, Mortars, Shotguns and Grenade launchers are perfect examples of IDF(s). IDF weapons can cause
double the normal damage in a depression if a Hit is achieved (See 8.2.3) and a 12 is rolled on 2d6. This is maximum
pressure for the projectile being in a contained area. A grenade may also take effect of this rule when tossed inside a
window or doorway in a small space or room. This is considered a Confined Area.
8.6.2 If such event occurs with a hit achieved in a Confined space and the defender manages to survive then roll to
determine any Critical Hits and any Extended Damage Issues. These issues would include loss of hearing, mild
disorientation, Loss of eye sight, Loss of Limbs or appendages etc.
8.6.3 Suicide Explosive Belts/Vests:
Suicide Belts have a chance to detonate when not wanted. This occurs on a 2 on a 2d6 roll every turn the Insurgent
moves.
8.6.4 There is also a chance the suicide belt will not detonate when activated. This also occurs on a 2 on 2d6.

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8.7 Direct Fire Weapons(s):


DF(s) are primarily your standard weapons. Rifles, handguns, machine guns and most rocket launchers are DF. They
shoot at high velocity and then gravity exerts pull on the projectile in flight. However DF(s) are more precise in hitting their
targets if careful aim is expressed on the first fire of the weapon. The best method for DF(s) weapons is perfect aim, or
usually laser range finders or high-powered telescopic optics. Shotguns used in Close Quarters Combat (CQC) are also
direct fire for spread shot and also DF(s) when using slugs or RAP (Rocket Assisted Projectile) rounds. New Grenade
Launchers are also DF(s) weapons.
8.8 Kinetic Energy Weapons:
KEW(s) while not prominent in these rules the KEW(s) are what we call energy assisted weapons such as Gauss Guns
and Rail Guns. They are hard to make at smaller sizes but in howitzer sizes they are pretty effective weapons. They do
not utilize propellants as they relay on electricity to propel their projectiles to high velocities.
8.9 Direct Energy Weapons:
DE(s) are normally Lasers and Masers. They can me made to certain sizes to be fielded by mobile infantry or armor units.
Sci-Fi weapons also qualify as DE(s) weapons.

9.0 Referee Rules:


It is recommended that 2 to 4 players play using these rules. It is also recommended that 1 person act as a referee or
judge in the case of keeping teams even or where rules are not clearly understood the Referee can make the final
decision. It you find that you have other people who want to play but the scenario your currently running is too small for a
large group; let those people play a team of 2-4 figures or individual TM figures.
9.1 When playing with a judge or referee all players default rulings to him or her. The referee is then the final arbiter with
the rules.
9.2 It is advised the Referee read all rules pertaining to this game.

10. How to Play and Phases of Game Play


10.1 Read the Rules:
This should be the very first thing you do before you play the game. At least its helpful to do so unless you already know
the rules.
10.2 Utilize Dice:
This game is designed to use Six-sided dice (d6) (D6), because they are so readily common to most stores. You will find
having at least 10 d6s are helpful but not required. However a few dice are expected. A set of rules will be included in the
near future to utilize other dice such as d4, d8, d10, d12, and possibly the d20.
10.3 Utilize Measurement Tools:
This obviously means you have access to a ruler, tape measurer or other device you can use to determine distance.
When using 1/72 figurines it is recommended that weapons be half the distance of 25mm or 28mm figurine sizes. For
example: If a range of a weapon is 12 for 25mm then the weapon for 1/72 scale should be 6. Thats a very simple
change to make as needed. On terrain using observable hexes a 1 hex is equivalent to 1 unless hexes make up a 1
area.
10.4 Utilize Figures:
These rules can be used with 1/72 inch figures made by popular manufacturers or 25mm to 28mm figurines also made by
popular manufacturers. You can purchase these figurines at your local hobby stores or online at various stores and
auction houses. You can also substitute pieces from other games as your figures. Army men while nice are not
recommended unless you scale up meaning you would double all distances and ranges.
10.5 Utilize Props/Terrain/Buildings:
This is a little bit more intimidating for new players. You can craft your own buildings and such out of cardboard,
cardstock, paper, and Styrofoam. There are endless myriads of videos that can be looked at online to learn the processes
involved. You may find it cheaper to use already available terrain and or building pieces if you use other types of games or
other wargames.
10.6 Players:

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Its easier to start a game when you have a few other people to play with. It is fun when you work against each other or if
multiple people are playing you co-opt and help in a team like environment. You can play solo if you like and the rules can
be used this way as well.
10.7 Referee:
It is suggested you have a referee to designate rules inquiries or refer to the rules and make hard decisions in case
something does not seem to be clear to the players. You can also rotate the referee if only 2 players are playing. Usually
allowing the person who lost initiative as referee at start is a good starting point and rotate each turn afterwards. (See
Rule 9.0)
10.8 Setup:
Setup according to a premade scenario or your own scenario idea. This is the same with all games. You have to start
somewhere after you read the rules and go from there. It is advised that if you create your own scenarios that you write
them down or at least the outline of the scenario. It can also be fun to set up a scenario and Referee it against opposing
players and see your outcomes.
10.9 TM(s): Team Members for a Squad:
Each player is going to have them so utilize them. A Squad is usually made up of 2 or 3 Fire Teams and each fire team
has 4 men normally. The Squad Leader is referred to as (SL) or (SQL). A Team Leader is referred to as (TL) or (TML). A
Platoon Leader is (PL) or (PTL) and Platoon Sergeant is (PS) or (PST). NCOs are E4 (Corporals, Lance Corporals, Petty
Officer 3rd Class and above. Officers are W-1 through W4 then again O-1 and above. Mercenaries or Mercs are identified
as (MO) or (MOF). Terrorists or Insurgents (Preferred Targets) are referred to as (TO) or (INS). Al-Queda is (AQ). (See
Rule 6.0)
11.0 Equipment and Load outs. These rules are not included as of yet do to the fact that TM(s) can carry what ever
weapons and load equipments that a person could in real life. There is no TA-50 gear per see mentioned other than
weapons and basic equipment. In the near future these rules will include an equipment list and outfitting for American
Soldiers and Marines.
12.0 Scenarios: Scenarios are not included as of yet. Feel free to create your own for the time being. If playing solo then
make them quick set ups and shootouts. For Player on player or Bloodbath the rules are not complete for Victory Points
and the exchanges for Stat Increase, Money, Skills Purchases etc.
13.0 Victory Points:
14.0 Experience Points, Upgrades and Victory Points:
15.0 Not utilized at the moment.
16.0 Not utilized at the moment.
17.0 Not utilized at the moment.
18.0 Not utilized at the moment.
19.0 Vehicles:
20.0 Question and Comments:
Make all questions, suggestions, and comments to me the author at BarrenGames@hotmaill.com . Honestly I would like
you opinions an comments. Please refrain from using vulgarity.

Here ends the brief rules synopsis: These rules will be further updated as time permits. As present they are in a playable
Draft form.

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Weapons:
Weapon
Sniper Rifle(M)SR-25
Assault Rifle/AK47
Auto Rifle/Carbine/M4
Battle Rifle/M14/M1
Sniper Rifle (H)/M82
Grenade (Frag)/M67
Grenade (HE)/M19
Grenade Launcher
/M79/M203
LAW-72/LAW-80

Range
24
10
12
18
36
3 blast radius
4 blast radius
16

Version 1.0 Draft

Bonuses
+1 (Sights)
+2 (Sights)
+2 to Hit in Radius
+3 to Hit in Radius
-

ROF
1
1,3,FA
1, 3, FA
1 or FA
1
1
1
1

Damage
4d6
4d6
3d6
4d6
6d6
4d6
6d6
See grenade

-1 to Hit

6d6x2

24
3 blast radius
24
5 blast radius
24
9
9
9
10
12

+2 to Hit

6d6x3

+3 to hit
-1 to Hit
+1 to Hit
+3 to Hit

1
1 or 2
1 or 2
1 or 2
1
3 or FA

MMG/M240/M60

18

+2 to Hit

3 or FA

HMG/M2

24

+1 to Hit

3 or FA

Bayonet
Entrenching Tool
Ninja-to
Blowgun

1
1
1
3

*poison

1
1
1 or 2
1

Poison
Flamethrower
Lever Action Rifle/30-30cal
Early Battle Rifle/M1906
Carbine/M1
Colt Peacekeeper
Colt Army/navy
XM-25 Grenade Launcher

1
9
16
24
16
7
7
24

*poison
+3 to hit with fire
+1 to hit
+1 to hit
+2 to hit

1
1
1or 2
1 or 2
1 or 2
1, 2,3
1,2,3
1 or 2

10d6x2
3d6
2d6
2d6
4d6
3d6 x 3 or
3d6 x 1d6+3
4d6 x3 or
4d6 x 1d6+3
6d6 x3 or
6d6 x 1d6+3
1d6
1d6+1
1d6+3
1d3 + Poison
(2d6)
2d6
8d6
4d6
4d6
4d6
3d6
3d6
6d6 HEAP
4d6 HE

Mk-19 GL
25mm Chain Gun
155mm HEAP

24
24
36

+2 to hit
+3 to hit
+2 to hit

3 to 9
3 to 6
1 or 2

Tank Breaker/SMAW
Javelin/TOW/Dragon
45 Cal M1911
9mm M92
.38 Cal M1918
.50 Cal (DE)
LMG/M249

Armor:
Armor Worn
Ballistic Vest
Flak Jacket
Kevlar Vest
Dragonskin
AR5
Helm
Kevlar Helm
Ballistic Helm
Ballistic Shield*
UBX Shield+
SPYDER-S

AR
3(5)
2
4 or 5
5 or 6
6 or 7
2
3
5
4
6
7

Bonuses
+2 AR vs. handguns
+2 vs. blasts
+1 with Plates
+1 with Plates
+1 with Plates

6d6 or 5d6
7d6

HP
6
9
22/28
24/30
26/32
6
9
15
28
34
28

* Yes Armor has HP. It is to absorb damage. In most cases it cannot be repaired if it is a composite or Kevlar type of
material. AR5 armor can be recast in a kiln/crucible and forged but that takes time.

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List of some Terms used in OSOK:


Unit Size/Composition = Squad/Team (Platoon or Company).
Squad= A squad is made up of between 9 to 12 men depending on the platoon and company formation. They usually
have 2 Teams or sometimes 2 teams and a machine gun crew and/or sniper team.
Team = A team or fire team is made of 4 men. Alpha and Bravo teams both each having 4 men and a Squad Leader. Not
to be confused with a Seal Team which operate with a number of men between 6 and 18 team members.
Squad Leader = NCO usually a Sergeant or Staff Sergeant that leads a Squad.
Sniper Team = Usually 2 snipers or a sniper and a spotter with a scope. Both are armed however.
Machine Gun Crew = Usually a Gun Crew with a LMG, MMG or HMG includes the Gunner and Ammo Carrier or
Crewmember. The Crewmember usually carries extra ammo and his Individual Weapon (IW). The Gunner may carry a
sidearm as well.
Medical Team = Usually a Medic and possibly a Combat Life Saver. Or a Corpsman and an Orderly (Assistant). This
composition can vary. Best to build these teams by points as they can be in an actual playing team or squad or in reserve
but in play at a Rally Point.
Radio Team = Usually a radioman and a messenger. Both are armed with IWs.
Stinger or MANPADS Team = usually (x2) stinger operators who are also armed with IWs.
Armorer Team = usually (x2) Arms Repair Technicians and/or Assistant. Depending on Local they may be armed or not.
In the field they will carry at least a sidearm and or an IW.
Anti-tank Team = usually a crew (x2) Rocket launcher operators. As all soldiers one will at least carry an IW along with
extra rockets.
Orderly Team/Mortuary Team = usually 2 soldiers who carry the wounded or dead. Depending on the location they may
be armed or not.
Mortar Team = 2 mortar operators. Both carry IWs
Flame Thrower Team = 1 Operator and Technician. The technician will carry an IW and the Operator will carry at least a
sidearm.
Depending on Squad compositions the Squad Leader may also carry a sidearm in addition to his IW. He may also carry a
GL and/or extra grenades. Rarely does the SL carry extra ammo unless its magazines for IWs. But this rule is based on
ROE.
Rally Point: An area the team or quad jumps off to commence combat operations. It is also a fallback point if the unit is
forced to retreat. This is not to be confused with an Assembly Area when everyone gathers and receives orders. Usually a
rally point is a very observable area the soldiers can remember to fall back too if they have to fall back.
Assembly Area: In the game sense this where TM(s) will gather and move out from to their objective. The AA is the
location that a unit deploys too and makes preparations to enter the fight. It normally is behind the front lines.
Bridgehead: the jumping off point to begin hostilities. A bridgehead is also the area that usually must be captured and
controlled so allied forces can mount an offensive.
After Action Report: this should be done after each players turn. It is a list of questions and answers to the issues at hand.
The list would also contain what soldiers needs are, casualty reports, and ammunition and food reports. This can be very
detailed in the grand scheme of things. Was the objective secure, what intelligence was gathered, etc?

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Squad Cards:
Squads and Team Cards are provided for the players. Each Squad card gives the effective strength of a Squad. They also
identify other factors including gear and items used. A squad also is affected by its numbers. So modifiers are also on the
Squad Card as well.

Under Construction - Victory Points:


The shooting player then may record VPs for the kill of the level of the dead TM(s) of the other player(s). He can take
those VP per individual TMs or as a group to be divided.
A wounded TM gives half VP rounded down to opposing players.
Some Extra Victory Points in addition to the point values of the TMs killed.
First Kill = +50 VP
Double Kill (2) = +50 VP
Multi Kill (3+) = +100 VP
Killed by Knife/Melee = +50 VP
Sniper Multi Kill (max of 3) = +150 VP; then this resets for another 3 kills.
Killed by Drowning = + 100 VP
Killed by Booby Trap = + 50 VP
Killed by Landmine = + 100 VP
Killed by being Run over by Vehicle = + 100 VP
Killed by Crossbow or Longbow = +50 VP; and 2 (2d6) chance of raising AGL by +1. (Once per session and the AGL
score cannot exceed 18).

Under Construction Vehicles:

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