Contact me at

to see how YOU
can advertise here...
Mainly 28s...
The specialist 28mm wargames review site.
 
 Home  |  Reviews  |  Free Rules  |  "Blog" 

These rules were originally published as Slammer. I contacted the authors and asked if I may make some changes (our club, the Pretoria Wargames Club, liked the concepts of Slammer, but wanted something for Colonial gaming). When they agreed, I went ahead and seriously edited and adapted Slammer and ...In the Noonday Sun was born...

... In the Noonday Sun

Introduction
...In the Noonday Sun is a set of wargame rules for skirmish games using miniatures. I intended from the start that Noonday Sun would be flexible and adaptable to different scenarios. I have intentionally kept it 'loose', particularly in areas like troop motivation and Hollywood heroics. Noonday Sun is meant to be fun! We use miniatures on the tabletop to represent men and women who might well be scared or heroic, angry or bored, professional or just hungry, above all they are unpredictable. When you play Noonday Sun, occasionally try to see things through your troops' eyes. They are more than just disposable weapons delivery systems.

Noonday Sun is an ongoing project, and it seems I add something or try to make existing rules clearer each time I look at it. If (or when) you come across a rule or statement that seems strange or unclear, if it's not covered in the design notes drop me an e-mail. I will reply and try to explain or clarify my intentions. I may also include it in the design notes or update rules to cover it. If you disagree with something in Noonday Sun and have an alternative, try it and let me know how it works.

If you have any comments or suggestions, you can e-mail them to: .

Noonday Sun is written edited by Olaf Meys, with contributions and reality testing by Jules Moles and Mike Schubert. Additional playtesting was done by the Pretoria Wargames Club.

Noonday Sun has been influenced in approach, ideas, style and game mechanisms by many other authors, most notably by the game Slammer.

1. Organisation of Forces

Noonday Sun is a tabletop wargame, intended for games using around a dozen elements on each side. At Section level, each element would be a single figure. At Platoon level, each element would be a unit of two to six figures. Section level allows greater detail, concentrating on the actions of individual figures. Platoon level allows larger games using up to fifty figures on each side, possibly with a few vehicles in support. Section level games should work best using mainly infantry forces fighting over a relatively small area of dense terrain, such as a built up area in a town or along a trail in the jungle. Platoon Level games work best over a larger area with more open space and room to manoeuvre.
Ideally, Noonday Sun should be played to a set scenario, with required objectives for each side. It is not necessary that forces are balanced, but objectives should be. Each side should have a reasonable chance of achieving their goals and/or denying them to the enemy.

1. Game Scales
     One figure represents one individual.
     One model represents one vehicle, craft or structure, etc.
     All die rolls use ten sided dice.
     Each turn is as long as it takes to complete one round of actions.
     All distances for range and movement are in inches on the table.
     One inch on the table represents approximately 5 metres or yards on the ground.
Wherever possible Figures should be a reasonable representation of their troop type and equipment. Vehicles, buildings or structures should be to a scale compatible with the figures used.

2. Individuals
Leaders, heroes/heroines, specialists or other significant individuals, should be represented by specific figures. Also dependant on the scenario and type of game; If playing a section level game, each figure should be individually identifiable. At Platoon level, it is sufficient to identify the type of figure and the unit it belongs with.

3. Leaders
A Leader is a specific figure within a section or platoon group. The Leaders role is to motivate, encourage and direct the actions of their group. The Leader's figure may attach to any of the units in their group.

4. Units
Forces should be grouped into units of two to six figures representing:
     Command Units:
          Leaders, Officers, NCO's, communications specialists and 'advisors'.
     Squads:
          Soldiers armed with weapons common to the whole unit, e.g. rifles and bayonets.
     Support Weapon Units:
          Troops armed with support weapons, e.g. machine guns, mortars, snipers, etc.
     Vehicle Crew:
          Commander, driver, etc.
     Specialists:
          Medics, engineers, civilian advisors or observers. A specialist unit will usually be attached to another unit (usually a command unit), or independent specialist units such as artillery observers would include their own Leader element.
Generally, in order to maintain unit cohesion, each figure in a unit should remain within a half move of another member of the same unit. Distances are measured from the nearest figures. If a figure becomes separated from their unit-mates by more than the required distance; then all the figures in the split unit suffer a separation modifier to their activation roll until they reform.

5. Groups
Two, three or four units should be grouped together under a leader into a section, squad or warband, depending on the scenario and the type of forces represented. Each unit should remain within one full move of another unit in the same section to gain the leader's activation modifier.
     For Example;
          A British Infantry Section consists of a sergeant and nine troopers.
          These are organised as:
          Section Leader and first squad.
          Five figures: section leader and four troopers armed with rifles.
          Second squad.
          Five figures armed with rifles.

Two to four sections may be grouped under a leader into a platoon level group. Generally, each unit would be one element and activation rolls would be made for each section.
It is possible to use Noonday Sun for company level games involving two to four platoons grouped under a company leader, where each element represents a section of 8 - 12 figures. This would probably work best using smaller scale figures (6-10mm), with the figures mounted together in units on a single base. In this case, treat each unit or base as one figure for combat resolution. All the units in a section would have the same troop quality and or motivation. Leaders would be at platoon and company level.

6. Troop Quality
Each element requires a troop quality rating that represents the general level of training and experience of the figures in the unit. In a section level game, you may want to give each figure its own rating, to represent the figure's individual fighting ability. The entire unit should still have a troop quality rating for Activation purposes. This should represent the majority or average level of the figures in the unit. (Elite rounds up; others round down.)
For a platoon level game, all the figures in a unit should have the same rating. Leaders, Heroes or other significant individuals should always be given an individual quality rating.
These may be different from the other figures in their unit. Suggested Troop quality ratings and typical examples are as follows:
1. Untrained
People with no military training and little or no combat experience. Civilians are usually rated as untrained.
     Ordinary folks, Colonists, Citizens, Rioters, Innocent Bystanders, Petty Criminals, Victims, etc.
2. Green
Figures with only basic weapons training or little combat experience.
     Conscripts, Militia, New recruits, Irregulars, Civilian Police*, Gangsters.
     [* While Police might be treated as Green in a military situation, they may be Elite motivation.]
3. Trained
Well-trained, competent troops and regular soldiers.
Trained is assumed to be the default level for units in Noonday Sun, they gain no additional modifiers or incur any penalty. Most Military types would be rated as trained.
     European Soldiers, Marines.
4. Veteran
Combat experienced well-trained professionals.
     Marines, Mercenaries.
Generally poorer troops should be organised into larger units; i.e. 12-20 figures. Better quality troops i.e. Veteran and Elite may form smaller units of 6 - 10 figures. This is intended to simulate the higher level of initiative and self-confidence in better quality troops.
In a set scenario, the Troop Quality should be determined before the game starts, or may be randomly determined at the start of a game.
          For example;
     Roll 1D6 for each element as follows:

1 Green New recruits & casualty replacements
2,3,4 Trained Troops who have been in the unit long enough to know their way around
5,6 Veteran Experienced troopers who have been through a few hard fights
In addition, one roll should be made for the section leader with a +1 dice modifier.

7. Troop Motivation
Troop Motivation should be a special case dependent on scenario or force rationale. The following may be used in addition to the troop Quality Rating.
1. Elite
Some elements may be rated as Elite. These troops believe that they are the best at what they do, (often with good cause). They try harder and will often do much better than would be expected of normal soldiers. Elite units are often innovative in their approach to warfare and may have unusual (and deadly) skills.
When rolling for Activation for Elite, add the appropriate modifiers then move up one band to the next higher Activation level.
Elite motivation may be combined with any troop quality rating, though Untrained Elite are fairly unlikely. Green or Trained Elite for example could represent recruits or casualty replacements in an Elite unit. If they survive long enough and learn, they may well make it up to Veteran Elite.
The Shooting and Close Assault modifiers for Elite are cumulative with the unit's quality rating.
2. Fanatic
Some elements may be rated as Fanatic; this represents a reckless disregard for personal safety in the service of The Cause, or the use of illegal medication. Fanatics may have lower levels of ability, as they tend not to live long enough to learn from their mistakes. (Veteran Fanatics are normally dead.) Also, experience tends to erode fanaticism fairly quickly. They tend to be very single-minded in their pursuit of an objective.
When activating Fanatics, they must take the most aggressive option available. The Activation modifier for Fanatics is not cumulative with the troop quality rating.
3. Warriors
Warriors are in it for the fight. Whatever the strategic objective might be, Warriors will try to match themselves against the enemy troops. Warriors will tend to close with the enemy and may have higher close combat factors. They may prefer close range or melee weapons.
When activating a Warrior unit, the unit will usually prefer an option that moves them closer to an enemy unit. They will use cover where available, but are not averse to charging if it will bring them into contact with an enemy.
4. Steady
After adding dice and modifiers, shift the Activation Level up or down one level towards 7 Advance. This represents strength in defence and a tendency to hold formation even when everything is going to heck around you, it also means Steady troops are less likely to get carried away with enthusiasm and go chasing off after the enemy.
5. Reluctant/Unwilling
These units may have found themselves involved in a fight they consider none of their business, they may have been in one fight too many or lost too many friends and comrades, or they may be constrained by higher authority e.g. as Peace Keepers. They may have little interest in the rights or wrongs of the situation. Their main goal is to stay alive and get the heck outta here! If fired on or pressed they will defend themselves or their comrades, but will not go out looking for trouble.
When rolling for Activation for Reluctant, add the appropriate modifiers then move down one band to the next lower Activation level.

2. Game Turn Sequence

1. Each player rolls one die six for each of their units and adds the appropriate Activation Modifiers to their die score.
The total score gives the Activation level for each unit or group.
Leave a die or marker showing their current Activation Level by each unit or group.
2. Units move one at a time in the order of their Activation Level, highest moving first.
The unit with the highest total is the active unit. If two or more elements have the same total, they dice again to determine their order of move, highest going first at the same activation level. Each element in the active unit may perform one option at the elementís Activation Level or below. An active elementís turn may include a Move Option and a Combat Option, or one of the Other Options.
Units that get a double move may perform their first of two Move Options.

3. Elements on the opposing side may perform an Opportunity Fire attack at their Activation Level in response to the active unit's option. Opportunity Attacks may take place at any point during the active unit's turn.
A unit that performs an opportunity fire attack may not perform an attack or other option in its own Active turn. It may perform a move option and may be subject to attack from other units.
4. When the active unit has completed its turn, the element with the next highest Activation Level becomes the active element and performs its options.
5. Repeat phases 2 to 4 until all units have been activated.
6. Units or Groups that got a Double Move on their activation roll may take their second action now. The element may make a second move and/or attack if they did not make an attack in their first move.
In no case should a unit initiate more than one fire attack or Close Assault in each round.

7. Vehicle second movement phase.

Everything happens when it happens.

Generally, activation rolls are made for units or groups. Activation rolls for individuals are only made for leaders, heroes or split units.
If none of the units grouped in a section or platoon are under fire or in contact with the enemy, the player may make one activation roll for all the units in the group at the current activation level of the group leader. This is intended to help speed up play at the start of a game, or when using larger numbers of figures.
A unit's Activation Level may be reduced during the round, due to changing situation modifiers. If a unit comes under fire before it is activated, it suffers a situation modifier on the Action Table. The unit's Activation Level may be reduced and any casualties may be unable to move or shoot.
     Note: The Active unit's Activation level should not be reduced during their Active move, but modifiers incurred during the unit's Active move may effect their response to a subsequent unit's move.
Activation Modifiers are carried over from the previous round. For example; if a unit were fired on in the previous round, they would take an under fire modifier in the current round even if they are not currently under fire.
Table 1- Activation

  Unit Actions Move Options Combat Options Other Options
13+ Double Move Full Move Close Assault  
11,12 Close Full Move Close Assault  
9,10 Close Half Move Direct Fire Deactivate Booby Traps
8 Advance Half Move Direct Fire  
7 Advance Half Move Opportunity Fire Observe for Indirect Fire
6 Stand Half Move Opportunity Fire De-Bus and Deploy
5 Stand Half Move Return Fire  
3,4 Pinned No Movement Return Fire Reload Heavy Weapons
2 Fall Back Half Move Back Panic Fire  
1 Fall Back Full Move Back No Firing  
<1 Break Full Move +2" Abandon Weapons Flee or Surrender

Activation Modifiers

Untrained 0  Leader with Group +1  Not Under Fire +1
Green Troops 2  Fresh Troops +2  Under Direct Fire -1
Trained 4  Armoured Troops -1  Under Auto Fire -1
Veteran Troops 6  In cover +1  Under Explosive Fire -2
Elite Troops Up 1  In Hard Cover +2  Separated from Unit -2
Fanatics 6*  In Prepared Position +3  Attacked from Flank -1
Warriors +2  Each Wounded -1  Attacked from Rear -2
Reluctant Down 1  Each Casualty -2  Broken Troops -2
The activation modifier for Fanatics is used instead of the troop quality rating.

A Leader is one specific figure within a unit or group. The leader's unit is rated at the activation level of the leader. Other units in the same group and within one full move of the leader's unit, and in sight gain the +1 bonus for having a leader with the group. In order to benefit from a group leader, units in the group must be within a full move of the leaderís unit.
Fresh Troops are units that have not yet contacted the enemy, or come under fire during the game.
Broken Troops are units that have suffered a Break result on the Action Table or in Close Assault. A unit that suffers two or more Break results will retreat from the battlefield. A broken unit contacted by the enemy will surrender or be destroyed.
Armoured Troops are those wearing armour.
Under Fire modifiers are cumulative.
     For example; if a team comes under direct, auto fire, from the flank, the team will suffer a total modifier of - 3.
Separation Anxiety: Elements of a unit that become separated by more than the allowed distance suffer the -2 modifier until the unit reforms, i.e. individual figures separated from their unit or units separated from their group leader. Note; heroes and leaders may wander off on their own without penalty, but their remaining unit or group suffers the separation modifier until they return.
Casualties are dead or seriously wounded figures.
Wounded are figures with untreated light wounds.

3. Movement Options

1. Double Move
The unit may move up to their full move distance in their Active turn and may make another Activation roll in phase 6. They may then make another move at their new Activation level. Generally, troops may only make one double move in each round. It might be appropriate in a Hollywood style game for a heroic or highly motivated unit to make succeeding double moves. In no case should a unit be able to make more than one attack or close assault in each round.
2. Close
The unit may move towards an enemy unit or into contact and may make a Close Assault attack.
The unit may make a Direct Fire attack during its active turn. If the active unit does not make a Direct Fire attack, it may make an Opportunity Fire attack in response to an enemy active unit's move.
3. Advance
The unit may move up to half its' full move distance towards an enemy position, taking advantage of cover. The unit may make a Direct Fire attack during its active turn. If the active unit does not make a Direct Fire attack, it may make an Opportunity Fire attack in response to an enemy active unit's move.
4. Stand
The unit may not move towards a known enemy position, but may move into a position of cover within a half-move distance. If there is no cover within a half-move, they will lie prone facing the nearest known enemy position.
5. Pinned
The unit may not move out of cover, except to fall back. If they are out in the open, they will lie prone facing the nearest known enemy position. They will make best use of available cover. A pinned unit may return fire against a unit that has fired at them.
6. Fall-Back
The unit must move away from known enemy positions towards its own base line for at least half it's full move distance, or into cover that takes them away from the enemy.
7. Break
The unit abandons its position and heavy weapons and flees its full move distance towards its own base line. If it is contacted by an enemy unit, or is unable to retreat it will surrender or be destroyed. A broken unit may not fire.

4. Movement

An infantry element's basic move distance is dependent on the equipment carried or armour worn by the figures in the unit. This may be reduced in difficult terrain, or if a figure attempts a particular action such as running, opening a door, taking cover or entering or leaving a vehicle. Movement adjustments due to troop quality are handled by the Action Table. Better quality troops will tend to make advance or close moves more often than poorer troops.
Table 2- Infantry Movement

Armour Move

Notes

None 10"  Civilians and figures in normal clothing *
Light 8"  Military uniform and helmet
Heavy 6"  Infantry armour (e.g. chain mail)
Armoured 8"  Infantry armour (e.g. plate mail)
Aggressive Game 14"  Any aggressive game (e.g. elephants, big cats, rhino, etc.)
Other Game 12"  Any other game hunted for food or trophies (e.g. antelope, deer etc.)
Livestock 8"  Any stock (e.g. cattle, goats, sheep, etc.)
Warriors +2"  Troops specialising in close assault
* Civilians have been given a higher movement rate because they are assumed to be not making best use of cover or moving tactically.
     Elite or Fanatic troop types have a movement bonus of +2" to represent their higher motivation or better physical fitness.

1. Difficult Terrain
The effect of different terrain types on movement should be determined at the start of the scenario. For example; areas of overgrown plant life could reduce movement by half but would provide partial cover. Terrain may have different effects depending on the unit.
2. Taking Cover
Any figure may take advantage of partial cover by falling prone. A figure may fall prone at any point during their move, i.e. if they come under opportunity fire. A moving figure's movement ends when they go prone. If a figure starts its move prone, deduct one inch from its normal move to stand up. A figure may crawl two inches whilst lying prone and may fire their weapons.
Veterans normally end their move lying prone, that's part of the reason why they are veterans.
3. Encumbered Movement A figure carrying a heavy weapon, for example a Heavy Machine Gun, will deduct 1 inch from their movement. A weapon unit carrying a very heavy weapon, (e.g. a Mortar) deducts two inches from their movement and may not run with it.
4. Running
A unit which Breaks, or which chooses to ignore tactical movement and run, may add two inches to their move. This does not apply to armoured units as they are already moving at full speed. A running unit may not fire effectively, but may engage in a close combat if they contact an enemy unit.
A unit in light armour that runs for three rounds must halt for one round to get their breath back.
A unit in heavy armour that runs for three rounds must halt at the end of the third round, for two rounds. To get their breath back and find all the equipment that fell off during the run.
5. Opening a Door If the figure opening the door has moved less than half their full move, they may open the door, pass through and stop on the other side. If they have moved half their move or more, they must stop at the door. They may move through an opened door on the following round. If one figure in a unit opens a door, other unit members may move through the door without further restriction.
A figure may attempt to kick in or charge down a closed door during an Advance or Close Assault move. This option means that if successful the figure ends its move on the other side of the open door. Failing to kick in the door ends that figures move. This rule only applies to normal household or internal doors, not bulkheads.

 Kick in Doors  Success on 4+ on 1d6 + modifiers
 Untrained -2  Veteran +1
 Unarmoured -1  Elite +1
 Green Troops -1  Equipped with door-breakers * +1
 Armoured Troops 0  Aggressive Game +2
* Door-breakers represents a variety of equipment, including lock-picks, sledgehammers, demolition charges or battering rams.

Only one figure in a unit may attempt to kick in the same door each round. If a unit is rushing a door and the point man fails to kick in the door, the door will burst open and the unit will end their move in a heap on the floor on the other side.
6. Entering or leaving a vehicle
For troops to enter a vehicle, the vehicle must be stationary. The unit attempting to board must be within half their normal move distance of the vehicle. The unit may all board the vehicle and the vehicle may move off on the following round, provided the driver and commander are already aboard. If the driver and commander have just got into the vehicle, it takes a further round before the vehicle can move off.
For troops to leave a vehicle, the vehicle must be moving no faster than the infantry unit can move on foot. One unit can exit from each access door and may move no more than a half move from the vehicle in that round. The unit will normally end this move lying prone while the unit leader makes sure they have everybody.



         Download the original rules here...



Top of Page