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Simple Scifi Skirmish System

... or short: SSSS ... what a great name ...

I wanted to create some rules I could use to play a sci fi skirmish game with kids, so rules had to be kid friendly, but still provide a challenge.

Here goes, some crude rules:

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Main Mechanic:
D6, 3- = Failure, 4+ = Success
Natural 6 = Crit Success
Natural 1 = Crit Failure

A miniature has 3 Health levels:
In Action: Miniature is placed on its base and can act normally.
Pinned: Miniature is placed prone. Only possible action: Movement to get up (see below).
Out of Action: Miniature is removed from game.

Each player uses the same amount of miniatures.

Roll for initiative:
Each player rolls 1 die, adding the amount of all of his (*) behind his combatants' types (see below). Highest result goes first, activating one miniature after the next. Opponent may only interrupt, if he spends reaction dice, but may interrupt at any time even during the active player's current activation. A reaction is an activation with -1 for reacting. All reaction dice are lost, once it is your turn.

Activation (per miniature):
Roll up to 3 dice, may roll all dice at once or one after the next.
+1 if leader is alive
-1 for a reaction
Success = Perform 1 Movement, combat or skill action
Failure = Opponent receives 1 reaction die
Crit Success = +1 on your next activation die
Crit Failure = +1 for opponent's reaction

Movement Action
Either Get up or move up to 5", any direction.
If Movement begins or ends within 1" to another mini, may move into base to base contact for free.
Climbing is possible, if methods for climbing (rope, ladder, stairs) are given.
No jumping!

Combat Action, Melee
1 die per action
+1 for each trait "+melee"
-1 for each trait "-melee"
Success = Hit. Opponent has to defend 1 damage*
Failure = nothing
Crit Success = Hit. Opponent has to defend with -1*
Crit failure = Opponent immediately receives free attack with -1

Combat Action, Ranged
1 die per action
+1 for each trait "+ranged"
-1 for each trait "-ranged"
Success = Hit. Opponent has to defend 1 damage*
Failure = nothing
Crit Success = Hit. Opponent has to defend with -1*
Crit failure = Clip is empty: spend 1 action to reload

*Combat Action, Defend
Roll 1 die according to armour worn for each damage you have to defend; see Combatants + Armoury for details.
Success = damage is averted
Failure = damage is received
No crits here!
A miniature either is in cover or it isn't.
As a rough rule: cover is given, when 50% or more of a mini are covered from the point of view of the acting miniature.
A miniature in cover may reroll all of the defense dice.

Skill Action
Refer to skill's description for details.
Require a success on a dieroll to work.

To perform a combat or a skill action, line of sight to target is required.
Miniatures have 360° sight (so they can see everything going on around them).
There are no fronts or backs!

Combatants

Unit's Name
Trait:
A trait is an ability that is "always on" and does not require the rolling of dice.
Traits can be:
+Melee, -Melee, +Ranged, -Ranged, all of which are explained above.
Weapon(X) allows to use a weapon with X in the name without the drawback for untrained use.
Armour(X) allows the use of armour with X in the name without the drawback for untrained use.
All other traits are described at a character's description.
Skills (Reach):
The list of skills that may be used for a skill action each.
Reach can be:
Self - The miniature can use the skill on itself only.
B - Base to base contact is required.
Number - The maximum reach in inches measured from the centre of the miniature to the centre of another miniature.

Commander (**)
Your team must have 1 commander and may have 1 commander only!
May pick any weapons and armour from the armoury, may cancel any ONE drawback.
Traits:
Tactican: Receives +1 on all dierolls he makes.
Skills:
Inspire (5"): Target receives +1 on his next dieroll during an action.
Order (5"): Target receives +1 for activation rolls until end of turn.

Berserker (*)
Traits
-Ranged
+Melee
Weapon(Huge)
Skills:
Rage (Self): On next succeeding activation perform 1 movement action. If that action ends in base to base contact to opponent, immediately perform 1 combat action, melee for free AND receive +Melee until end of turn.

Fighter (*)
Traits
-Ranged
Weapon(Energy)
Skills:
None!

Heavy (*)
Traits:
-Melee
Weapon(Heavy)
Armour(Heavy)
Skills:
None!

Medic (**)
Traits:
-Ranged
-Melee
Skills:
Force Field (2"): Each ally within reach receives +1 on all Defense Rolls until end of turn as long as he remains within Medic's reach.
Recover (B): Bring 1 pinned ally back into action.

Sniper (*)
Traits:
+Ranged
-Melee
Weapon(Sniper Rifle)
Skills:
Crackshot (Self): Bonus for next Combat Action, Ranged: On hit target defends with -1.
Eagle Eye (Self): Increase range for next Combat Action, Ranged by 5".

Soldier
Traits:
Band of Brothers: Receives +1 on every combat roll for each other Soldier within 2". No line of sight needed for this bonus.
Skills:
None!

Psi (-*)
Traits
-Ranged
-Melee
Focus: Receives +1 on every die rolled for a skill.
Talent: Rolls 2 dice per skill action. X in skill descriptions = number of successes rolled.
Chaosborn: Receives 1 damage per Failure. Success takes place before Failure!
Outsider: The Psi reduces the amount of * for initiative by 1 (as stated above)!
Skills:
Control (10"): Opposing miniature performs X actions under your control as long as it remains within reach.
Shadow Strike (20"): Opposing miniature has to defend versus X damage. No line of sight required.
Teleport (self): Replace Psi to any location within 3X".

Armoury

Armour:
None: Bonus: +2 on activation roll, +2" per movement action. Drawback: -2 for defense roll.
Light: Bonus: +1 on activation roll, +1" per movement action. Drawback: -1 for defense roll.
Medium: No Bonus, No Drawback.
Heavy: Bonus: +1 for defense roll. Drawback: -1 on activation roll, -1" per movement action.
Shield: Wielded in 1 hand. Bonus: +1 for defense roll.

Weapons:
Melee Weapons. Used to be allowed to perform Combat Action, Melee.
Melee Weapon: Wielded in 1 hand.
Melee Weapon, Huge: Wielded in both hands. Bonus: On hit target defends with -1. Drawback: -Melee
Melee Weapon, Energy: Wielded in 1 hand. Bonus: On hit target defends with -1. Drawback: On Failure, wielding miniature receives 1 damage.
Melee Weapon, Energy: Wielded in both hands. Bonus: Ignores target's armour. Drawback: On Failure, wielding miniature receives 1 damage.

Ranged Weapons. Used to be allowed to perform Combat Action, Ranged.
Ranged Weapon, Pistol: Wielded in 1 hand. Range: 10".
Ranged Weapon, Rifle: Wielded in both hands. Range: 15".
Ranged Weapon, Flamer: Wielded in both hands. Range: 10". Bonus: May target any point on the playing field. Perform 1 Combat Action, Ranged counting for all opponents within 2" of target point. Drawback: On Failure wielder receives 1 damage, no defense permitted.
Ranged Weapon, Plasma: Wielded in both hands. Range: 10". Bonus: On hit, target defends with -1. Drawback: On Failure wielder defends against 2 damage.
Ranged Weapon, Sniper Rifle: Wielded in both hands. Range: 20". Bonus: Increased Range. Drawback: -Ranged, if miniature moved this turn and forfeits all remaining activations after Combat Action, Ranged.
Ranged Weapon, Rifle, Heavy: Wielded in both hands. Range: 15". Bonus: On hit, target has to defend against 2 damage. Drawback: Miniature may use activations to either shoot or move.
Ranged Weapon, Flamer, Heavy: Wielded in both hands. Range: 10". Bonus: May target any point on the playing field. Perform 1 Combat Action, Ranged counting for all opponents within 3" of target point. Drawback: On Failure detonates instantly taking the wielder out of action.
Ranged Weapon, Plasma, Heavy: Wielded in both hands. Range: 10". Bonus: Ignore target's armour. Drawback: Overheats and becomes useless for the remainder of the game.

Note:
Due to maths, you can get modifiers of +3 (maybe even more, I didn't count ..). If you ever have a modifier of +3 and roll a 1, you succeed AND receive a critical failure - in that order!

The playing field is 3'x3'.
Home base of a team is everything within 5" of a corner.
Players start in opposing corners.

Scenarios:

Enemy spotted:
Eliminate the opposing team.

Recover artifacts:
Place 5 artifacts. 1 in the centre, the other 4 ~5" away. Winner is the team bringing more artifacts into the home base.

Bombing run:
Place a token "bomb" into the centre. It takes 1 activation to pick up the bomb and another activation to drop it in a players home base.

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For a first run, just use 5-6 minis per side, 1 commander, the rest soldiers.
Add more minis (or exchange them) with specialisations, if your opponent becomes bored of the "simple" soldiers.