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Were-Sandwich
2007-07-28, 03:51 PM
This is a skirmish game I made up because I was itching to try some tabletop gaming again, but couldn't be arsed with 40K. So, without further ado, my game:


Operation: Simple Skirmish
Operation: Simple Skirmish is a simple and generic set of rules intended to simulate modern and near-future small-scale engagements, and more importantly, to allow to people to have a sufficiently enjoyable, fun, yet tactically complex game in a reasonable amount of time. The rules are intended for 25-30mm miniatures (as that’s the size I own the most of) but you can simply scale up or down the distances involved to suit your collection.

Set up
Terrain can be set up however you want, as determined between all players. Figure deployment is handled in pretty much the same way. Specific scenarios may place restrictions on either of these, but that’s up to the scenario designer.

Key Terms
These are a few terms used in the rules you’ll need to know:

Quality: This refers to the quality of a figure’s training, and affects the die type they roll when shooting. The three types of figure quality are Poor (d6), Average (d8) and Elite (d10). Certain settings or scenarios might call for higher qualities. In this case, just keep increasing the die type.

Armour Rating: This refers to the defensive value of the figure’s armour, and affects what roll attacking figures need to roll to hit them. The ratings are un-armoured (3+), lightly armoured (5+), and heavily armoured (7+). Vehicle armour works slightly differently.

Action: What a figure is capable of accomplishing in one activation. The actions are Move, Move and Fire, Stand and Fire, Aim, Charge and Melee Attack.

Activation Marker: A small marker placed next to each figure that should be clearly Face Up or Face Down at any time. Used to indicate which units have activated this turn.
Turn Sequence
One turn I defined as the time it takes for each figure to activate once. At the beginning of each turn, all Activation markers are turned face up, and each player rolls a d10 (re-roll ties). The winner of the roll gets to choose who activates first. The chosen player activates one figure, then the other player activates a figure, then back to the first player etc.
When a figure activates, its Activation Marker is flipped face down, and it takes one Action. The actions are as follows:
Move
The figure moves a certain distance dependent on its Armour Rating: Un-armoured (10”), Lightly Armoured (8”), Heavily Armoured (6”). The figure can not fire or attack in melee this turn.

Move and Fire
The figure moves a certain distance dependent on its Armour Rating: Un-armoured (5”), Lightly Armoured (4”), Heavily Armoured (3”). It can also fire before or after moving, but it fires as a figure one quality step lower (Poor units roll d4).

Stand and Fire
The figure fires at its full quality. It may move up to 1” before or after this firing.
Aim
The figure steadies his weapon, concentrates, puts his eye to his scope, or otherwise readies himself for firing. The next shooting attack the figure makes is made as if he were one Quality higher (Elite roll 1d12). The figure may not shoot, attack, or move this turn. This action may not be taken if the figure is aware of an enemy within 8”, as he is too occupied with not getting shot to spend time aiming. This only applies if the enemy is aware of the figure.

Charge
The figure moves its Move distance into contact with an enemy, and makes a melee attack against him. Charges must be in a straight line. The figure may not fire this turn.

Melee Attack
The figure makes a melee attack against an enemy figure in contact with it. It may not fire or move this turn.

Firing
When a figure wishes to fire at another figure, t must have line of sight. This is simple to determine: If you can stretch the tape measure from one figure to the other without striking an obstacle, then LOS exists. If a figure is partially obscured by terrain or obstacles, then it can be seen but has cover. In general let common sense decide.
If LOS exists, measure the range between the two figures. If the target is within the maximum range of the attacking figures weapon, then continue with the firing. If not, too bad, the activation is wasted.
Roll the appropriate dice for the figure’s effective quality. If it is higher than the score necessary from the target’s effective Armour Rating, then the attack has hit. The number of dice rolled is dependent on the weapon used.
A figure’s effective armour rating is normally the one given by its armour. However, other conditions may affect it. If a target is over the weapon’s short range, then the target’s Armour Rating to the next one (if this would raise it above Heavily Armoured, then 9+). If the target is in cover, raise the target’s effective Armour rating by another step. This is cumulative. If a Heavily Armoured unit would have it’s Armour Rating increased twice, an 11+ is need to hit it, meaning even an Elite unit needs to take careful aim to hope to hit it.
No Cover Cover
Short Range Normal Armour Rating Armour Rating +1 Step
Long Range Armour Rating +1 Armour Rating +2

Melee Attack
When a unit makes a melee attack, it must be touching the enemy it wishes to attack. Each figure rolls a dice appropriate for its effective quality, as modified by equipment. If the attacker rolls higher than the defender, the defender is hit. Otherwise, nothing happens. A unit armed with a specialist close combat weapon (sword, axe, chainsaw, riot club, lead pipe etc) rolls as one quality higher when attacking. A unit armed with specialist close combat defence (riot shield, etc) rolls as one quality higher when defending.

Injury
When a figure is hit, roll a d10 on the chart below.

Roll Result
1-3 Flesh Wound. The figure fight on as normal
4-7 Wounded. The figure is wounded. Place a wound marker next to it,
8-10 Dead. Remove the figure from play.

Certain weapons get a bonus on the above chart, as detailed on their descriptions.
Wounded models
Wounded models are severely injured, but can still keep on fighting. A unit wounded twice is dead, or enough, and removed from play. A unit with a single wound on it fights as one quality lower, and counts as one Armour Rating higher for movement purposes. It is highly advised wounded models fall back away from combat, in order to not die.

Weaponry
Whilst there exists a massive plethora of weaponry in the world, they can all be grouped into select categories. The chart below shows the different weapon categories, and their characteristics.
Weapon Number of dice Short Range Long Range Special
Pistol (Revolver or Automatic) 2 1-10” 11-30” -1 on wound chart at long range
Pistol, Machine (Mini UZI, Beretta M9 etc) 3 1-8” 9-20” -1 on Wound chart at long range
Submachine Gun (UZI, Tommy gun etc) 3 1-12” 13-30” -1 on Wound chart at long range
Shotgun, Break Action 2 1-6” 7-20” +3 on wound chart within Short range
Shotgun, Pump Action/Automatic 3 1-6” 7-20” +3 on Wound chart within Short range
Assault Rifle (M16, P90 etc) 3 1-14” 15-30” -
Assault Rifle, Heavy (AK-47 etc) 3 1-10” 11-28” +1 on Wound Chart within Short range
Light Machine Gun, GPMG 4 1-14” 15”-40” +1 on Wound Chart, No Move and Fire
Heavy Machine Gun 5 1-14” 15”-40” +1 on Wound Chart, no Move and Fire, firer must use an action setting weapon up before firing can commence. -1 Quality Step vs Short Range.
RPG 4 1-8” 9-LOS Affects all within 4” of target, +1 on Wound chart. Firer must us activation setting up before firing, and to reload after firing, before weapon can be fired.


Its just a framework at the moment, but the principle's there. So, thoughts? I've probably missed something glaringly obvious, but thats what playtesters/reviewers are for.

Were-Sandwich
2007-07-30, 02:11 PM
Seriously, no-one's interested?