But I'm going to have to come up with something for the Mad Padre's Space Kitties on jet bikes and grav tank. That will I think involve some of the Padre's port...
SF Skirmish
Rules v.3.1
Some Definitions
Light Vac Suits- worn by ships crew, civilians, survey teams
etc.
Work Suit- rugged reinforced and protected vac suits for
workers
Heavy Vac Suits- reinforced and power assisted suit worn by
construction workers and cargo handlers
Combat Suits- heavy vac suit but with added armour, HUD
displays, targeting, sensor suit, IFF
Power Armour- heavily armoured, enhanced sensors, targeting,
thrusters, built in grenade launchers, enhanced strength and movement
Weapons:
Pistols ROF 1 Range 12”
Automatic Rifles (AR) ROF 1 Range 36”
Automatic Rifle with Grenade Launcher (AR/UGL): usual military small
arm
AR ROF 1 Range 36”
UGL ROF 1 Range 12” AP 2
Shotguns/Heavy guns- big gun, heavy round. Lots of hitting
power ROF 1 Range 18” AP 1
Squad Automatic Weapons (SAW)- like an AR but bigger
magazine, higher ROF ROF 2 Range 36”
Power Armour AR ROF 3 Range 36” AP 1
Heavy Support Weapon (HSW)- carried by some Power Armour
think 40mm grenade launcher/.50 cal MG ROF 6 Range 48” AP 2
Rocket Launcher- shoulder fired rocket/missile launcher for
anti-vehicle/flyer work ROF 1 Range 48” AP3
Activation/Turn
Sequence
Use one coloured chit for each fireteam or vehicle. Red one
side, black the other. Or for larger multi sided games use each suit for
different factions. Add a third coloured chit for Random Events.
Drawing the special chit activates a Random
Event Roll, effecting whichever side /colour the next chit is for
Random Events
- 1- Passing craft overhead. Next unit to activate cannot move.
- 2- Meteor strike! 4d6” and scatter dice from center of table. Any team within 3” of impact gets AP 5 attack.
- 3- Poor visibility. Dust/gas/raining methane reduces visibility for shooting range reduced to 12” for next unit
- 4- Crevasse! The last ground vehicle that moved must test. On a 4+ it is stuck in a crack in the surface and can’t move for rest of game.
- 5- A pile of cargo or a building catches fire and explodes. 4” range, AP1 attack
- 6- Cyber-attack Next unit drawn cannot move or shoot.
When chit drawn, team or vehicle can move fast (bounce),
move slow and shoot or shoot with a +1 ROF. Power Armour can move fast and
shoot with half ROF, or they can set an Overwatch and reserve shooting until
an enemy team is in their LOS
Place chit with team/vehicle to show it has activated.
Movement per action
Power Armour d6+3” bounce 2d6+6”
Other Vac Suits d6” bounce 2d6”
Vehicles slow d6” fast d6+6”
Bots/droids d6”
Flyers 24”
Obstacle 1 full move to cross
Take cover/go prone 1 action
Be sensible. Ground vehicles aren't
going to be crashing through rocks mounds or crossing crevasses. That's what
the engineers are for.
Low Gravity
Troops on foot moving fast can bounce over obstacles add +1 to an
enemy spotting roll. But they can also try and spot over any LOS blocking
obstacles.
Power Armoured troops can bounce over obstacles and sight
over LOS blocking terrain (and give the enemy the spotting bonus), OR they can
use their thrusters to stay low while moving fast
Spotting hidden targets
or getting a Positive ID on enemies moving in open among civilians
Light or Heavy Vac Suit 5+
Combat Suit 4+
Power Armour 3+
Flyer/Recce drone 2+
+1 if target bouncing (exception see Power Armour above)
+2 if target shooting
-2 if target in thermal or electro-magnetic obscuring
clutter (power generator, temperature variation in terrain etc.)
Shooting
Roll 1d6 per ROF
To hit:
Civilians hit on 6
Security Contractors/Pirates/Gangsters hit on 5+
Marines hit on 4+
Snipers hit on 3+
For each hit, the targeted team rolls against it’s Armour Save
Light Vac Suit –no save
Work Vac Suit 6+ save
Heavy work Suit 6+ save
Combat Suit 4+ save
Power armour 3+ save
Cover adds to the Armour Save
Obscured +1
Hard Cover +2
Trench +3
Any weapon with an AP
factor reduces the Armour save by that amount.
Heavy Weapons (big
rail guns and missiles) will ignore Cover
Other weapons
Power Armour launched grenades
can be fired while moving
8” indirect attack 5+ to hit, no cover save or can make
smoke screen
Shoulder fired missiles
Cannot move and shoot 4+ hit AP 3
Gunship
Railgun 3+ to hit AP 5 Popup attack from cover -1 to hit
Missile Pods 3+ to hit 3” blast area AP 4
Gunbot
No move and shoot. D6” move.
3+ to hit ROF 3 AP 1
6+ Armour Save
Missilebot
No move and shoot. D6” move.
3+ to hit ROF 1 AP 3 2” blast radius
6+ Armour Save
Hand to Hand
When a figure moves into contact resolve hand to hand.
Each figure rolls a dice.
Civilians d6-1
Marines/Security/Pirates d6
Power Armour/Heavy work suit d10
High roll wins. Loser moves away fast move. If player
declares before rolling attempt to capture then loser is captured.
High roll doubles loser, then loser dead.
Anti tank
Weapons with anti-tank armour penetrating ability have an AP
value
Roll to hit.
Vehicle gets Armour Save based on Armour Value of facing hit
minus AP value of weapon attacking.
A 6 on an Armour Save roll is always a save.
If the Saving Roll is failed then roll for effect.
D6
- 1- Mobility hit, no fast move
- 2- Immobilized
- 3- Weapon hit -1 to hit roll
- 4- Weapon hit knocked out
- 5- Vehicle disabled crew bail out
- 6- Vehicle destroyed, crew killed
Imp IFV
Move d6” Fast d6+2” can carry up to 4 Marines
Front Armour 8
Side 6
Railgun 3+ to hit ROF 3 AP 1
Missile launcher 3+ to hit ROF 1 AP 3 2” blast radius
Paladin MBT
Move d6+2” Fast d6+6”
Front Armour 10
Side 8
Railgun ROF 1 3+ to hit AP 5
Secondary Gatling laser ROF 3 3+ to hit
Ferret Scout Car
Move 8” Fast 12”
Front Armour 8
Side 6
Railgun 3+ to hit ROF 3 AP 1
Gunship
Move 24”
Armour 7
If behind cover can make pop up attack
Railgun 3+ to hit AP 5 Popup attack from cover -1 to hit
Missile Pods 3+ to hit 3” blast area AP 4
Fliers vs Missiles
Roll d6 to hit
Under 12" 4+
12-18" 5+
Over 18" 6
1-3 evade off table come back after 1 turn
4-6 roll AT attack
Damaged flyer will withdraw
Destroyed flyer will crash, impact area is full
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