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View Full Version : Lither's Skirmish System [WiP, PEACH]



Lither
2011-08-31, 03:52 AM
This is the very bare bones of a system I'm creating for someone I know. It's set many, many years into the future.


The Rules


Stats

{table=head]M|CS|RS|S|T|R|I|W|C


Movement|
Combat Skill|
Ranged Skill|
Strength|
Toughness|
Reflex|
Initiative|
Willpower|
Courage

[/table]


Each of these stats represents a different characteristic. They are as follows;


*'''M'''
Movement characteristic. This represents how fast a character can move over the course of a single player turn. Most people will have a 4
*'''CS'''
Combat skill. This represents how well a character can fight in a combat, whether they are using a club, bayonet, or even their bare hands. An untrained human will have a score of 30. Well trained humans will have a score of 50
*'''RS'''
Ranged skill. This determines how efficient a character is at range, through projectile weapons or thrown rocks. Most untrained people will have a score of 30. Well trained humans or professionals will have a score of 50
*'''S'''
Strength. How strong a character is. Most people will have a score of 30. Professional soldiers will have a score of approximately 45
*'''T'''
Toughness. How physically resistant a character is. Most people will have a score of 30. Professional soldiers will have a score of approximately 45
*'''R'''
Reflex. How good a character's reflexes are, and how quickly they think. Most people will have a score of 40. Professional soldiers will have a score of approximately 55
'''I'''
Intellect. How smart a character is, and how well they figure things out. A person who dropped out at the end of high school would have a score of about 40
'''W'''
Willpower. The power behind their thoughts. A measure of their determination to continue fighting. Most people have a score of 30
'''C'''
Courage. How brave a character is. Untrained people have a score of 20.
*'''LD'''
How well a leader leads, how respected (or feared) they are by their subordinates, and a measure of their charisma. Most people have a score of 30.


Basic Rules

General Basics

All measuring is done with a tape measure. Any distance measured, moved, shot or any other kind of measure is made using inches. This is done for the purpose of standardisation.

It is also recommended to have a calculator, as many items in here require division and multiplication, and a calculator speeds things up considerably, rather than spending some time working out what 33% of 46 is. Unless specified otherwise, all fractions are rounded down.

No dice may be re-rolled more than twice.


Character Stats

Each score (with the exception of Move) usually has a number in the range of 10 - 90. This represents the minimum and maximum abilities of a standard creature. Some exceptional beings or characters have stats above 100.


Stat Tests

A stat test occurs under circumstances when a character makes an action which falls under one of the stats outlined. Such tests occasionally have negative or positive modifiers, as it is far easier to snipe someone from a distance of fifty metres, but it is considerably harder to hit them at the same distance throwing a grenade. Such circumstances which will require a stat test will be noted in their relevant entries.


The Turn Sequence


Player Turns and Game Turns

A player turn is a character's models actions across their allotted slot. A game turn is when each player has had a turn. This is said early to prevent any misunderstandings as the rules elaborate.


AP

A character gets one Action Point for every 15 points of Reflex (rounding up). These are used to do any actions stated later in the rules. Actions which require more than one AP, such as rechambering a shotgun, will specify.



Movement

A character can make a walking movement for a single AP, and can only make a single Move action each turn. This represents the character walking forwards scanning the area for opponents, or else casually strolling along. The character makes a move up to his full Movement characteristic. Variations include;


Turn

Pivoting around is a free action, that is to say it costs no AP to do. It should be noted that turning will disrupt any aiming bonuses and concentration bonuses, for obvious reasons.


Cautious Advance

The character advances at a hair trigger, ready to fire at any signal. The character moves at 75% of their Movement characteristic. In addition, if they can draw a line of sight to an enemy at the end of their move, they may make a free shot at them. If they end their turn without an enemy in sight, they go into Covering position (see Shooting). This may only be done if they start their Cautious Advance without an enemy in their line of sight, and they have a reason to (an unsuspecting person about to be ambushed would have no reason to begin a Cautious Advance).


Jog

The character decides to move out at a slightly faster pace. The character moves 1⅛ of their movement characteristic forwards.


Run

The character decides to move a bit faster than jogging. The character move 150% of their normal Movement score. In addition, they must spend an Action Point for any turnings of more than 90° to the right or left. In addition, every two Run movements they make, they must make a successful Willpower roll or be forced to Jog for the rest of the movement.


Sprint

The character puts their head down and legs it. The character moves 2x their normal Movement characteristic. In addition, they must chose to Run if they want to make a turn further than 45° in any direction. A single AP is required to stop a Sprint movement, as they pause and stop for breath.


Charge

A charge movement is just like a normal Sprint movement, except if the Charge move puts the model into base-to-base contact with an opponent model, they have a 50% chance to be knocked over (if Advanced Rules are being used), suffer 2D6 Damage Points, and they do not require an AP to stop. This makes a Charge move ideal for... charging.



Shooting
You can spend one AP to shoot. The number of shots given in the profile is how many times the gun fires per AP spent. If the gun fires more than one shot per AP spent, each shot using the one AP after the first suffers a successive -5 penalty.

For example, a character could fire a weapon that fires twice at once. The second shot fired suffers a -5 penalty. If they use another AP to fire twice again, only the second shot uses the -5 penalty.

Shooting is simple: you use the RS of a model minus or plus any weapon-specific penalties/ bonuses. If you roll a 01-05, plus 5% of the character's RS, plus any aiming bonuses, the character does double damage.

A character can spend one AP aiming their weapon. If they do so, they recieve a +5 bonus to their RS for the next shot. This bonus stacks with successive aiming, so long as no shots are fired in between the two.

If a character has more than four shots fired at them in any player turn, they must make a Courage check at -5 per extra shot at the end of their turn or they are suppressed. Suppressed characters cannot take any actions until they pass a Courage check at the start of their next player turn. If they were within 6" of cover when they were suppressed, they automatically get a free move into that cover. When suppressed, hostile units suffer a -10 to ranged shooting rolls due to the increased difficulty of hitting a target laying down.

At the end of their turn, a character can choose to Cover a point or character. If a hostile character enters within 6" of the location or fires at the character being covered, the covering character gets a free AP worth of shots at the hostile character. This can only be used once a turn.


Combat
A combat is a fast and brutal affair which quickly leaves one side with the upper hand. Because of this, all efforts are focused on leaving the opponent at a disadvantage. Because of this, characters cannot be aware of anything outside a 3" radius. This means they cannot dodge ranged attacks unless the firer is within 3".

Any roll of 01-05 plus 5% of the attackers CS minus 5% of the opponents CS will result in the attack doing double damage.



Injuries
Characters aren't immortal under almost every circumstance. As battle commences, injuries will accrue and heads will roll, often quite literally.

A character's total Injury score ''is'' their Toughness characteristic. When the Injury score equals 50% of the character's Toughness, they are suffering Heavy Damage. A character suffering Heavy Damage subtracts 25% from their Strength characteristic and cannot Sprint or Charge, as well as adding D6 to their Injury score each game turn due to heavy bleeding.

When a character's Injury score is equal to or greater than 75% of their Toughness characteristic, they must make a Willpower check or fall into unconsciousness. An unconscious character cannot make any actions and is best represented by lying the model down. If an unconscious character's Injury score ever drops below 75% of their Toughness characteristic, they may make a Willpower check at the start of each one of their player turns. If they pass, they regain consciousness but cannot act for the rest of their turn.

When the character’s Injury score raises to within 10% of their Toughness characteristic, they have been fatally wounded. From that point onwards, their Injury score cannot fall below 10% of their Toughness score – they’ve been wounded far too heavily to have a hope of recovering without full long-term medical treatment in a hospital. They must make a new Willpower check every turn to avoid passing out and being removed as a casualty (they are not yet dead, but soon will be).

If a character’s Injury score ever equals or exceeds their Toughness score, they are removed as a casualty. They have either passed out from a severe case of cardiogenic (“bled out”) or neurogenic (in response to their current situation) shock, or in severe cases been killed straight out.

Character-based ways to gain Injury points;


Shooting Attacks

Damage inflicted is the Damage score of the weapon.


Combat Strikes

Each hit from a combat attack will inflict 10% of their Strength plus any weapon bonuses.


Suppression
Soldiers under heavy fire are likely to attempt to save themselves by throwing themselves on the ground and taking cover. A model with more than four shots fired at them in any one turn must make a Courage roll at the end of the turn (each additional shot after the first adds 10 to the roll). Failure means the model cannot make any actions until the start of their next turn, where they may make another Courage roll to be able to take actions.


Healing Injuries

A character who spends an AP healing their injuries through crude methods subtracts d6 from their Injury total, 2d6 if they can roll equal to or under their Intelligence score on a d100 plus every point they made the roll by.



Concealment and Cover
Concealment differs from Cover. Concealment is when the soldier is behind a soft obstacle that causes it to be harder to spot them, but offers little resistance to solid rounds. Cover is where a soldier is behind an obstacle that could logically cause a significant reduction to the stopping power of a round.


Concealment

An example of Concealment would be a bush; while a bush could conceal the soldier hiding in it, it has no hope of actually stopping the rounds. Anyone firing at someone behind or in Concealment takes a -10 penalty.



Cover
Cover comes in two types; Standard Cover, and Solid Cover.

Standard Cover would be a cement block; the cement block could conceal the soldier, and it would also slow down the rounds somewhat. Every shot that is fired at a soldier behind or in Standard Cover suffers a -10 penalty. If the shot hits, it has a 75% chance to only do 50% of the damage rolled.

Solid Cover would be an unused tank, something that could reliably slow down the rounds enough to cause minimal damage. Any shot fired at a soldier in or behind Solid Cover suffers a -20 penalty and a 75% chance to only do 10% of the damage rolled.


Weapons

Ranges

{table=head]Firing Type|Description|At <6"|At 6-9"|At 10-12"|At 13-15"|At 16-18"|At 18-20"|At 21-23"|At 24-26"|At 27-29"|At 30-32"|At 33-35"|At >36"


A|
Handguns|
Add 5|
0|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 20|
Subtract 30|
Subtract 40|
Subtract 45|
Subtract 50|
Subtract 55|
Subtract 60

B|
Submachine Guns|
Add 10|
Add 5|
0|
0|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 25|
Subtract 35|
Subtract 45|
Subtract 55|
Subtract 65

C|
Shotguns|
Add 15|
Add 10|
Add 5|
0|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 20|
Subtract 30|
Subtract 40|
Subtract 50|
Subtract 60

D|
Carbines|
Add 5|
Add 10|
Add 5|
0|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 20|
Subtract 25|
Subtract 30|
Subtract 35|
Subtract 40

E|
Assault Rifles|
Add 5|
Add 5|
0|
0|
0|
Subtract 5|
Subtract 5|
Subtract 10|
Subtract 10|
Subtract 15|
Subtract 20|
Subtract 25

F|
Battle Rifles|
Subtract 10|
Subtract 5|
0|
0|
Add 5|
Add 10|
Add 5|
Add 5|
0|
Subtract 5|
Subtract 10|
Subtract 15

G|
Sniper Rifles|
Subtract 10|
Subtract 10|
Subtract 5|
0|
Add 5|
Add 10|
Add 15|
Add 10|
Add 5|
0|
Subtract 5|
Subtract 10

H|
Small Thrown Objects|
Add 5|
Add 5|
0|
Subtract 5|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 25|
Subtract 35|
Subtract 45|
Subtract 55|
Subtract 65

I|
Large Thrown Objects|
Subtract 5|
Subtract 10|
Subtract 15|
Subtract 20|
Subtract 25|
Subtract 30|
Subtract 35|
Subtract 45|
Subtract 55|
Subtract 65|
Subtract 80|
Subtract 100

[/table]
Small thrown weapons have a maximum range of 18” for unaugmented humans, and large thrown objects have a maximum range of 12” for unaugmented humans.

Military-grade weaponry adds +10 to all attacks at all ranges.

Ranged Weapons

{table=head] Weapon|Firing Type|Shots|Damage|Special Rules


Revolver|
A|
1|
4d10|
Requires no AP spending to draw or sheath

Machine Pistol|
A|
3|
4d6|
Requires no AP spending to draw or sheath

Semi-Automatic Pistol|
A|
2|
4d6+3|
Requires no AP spending to draw or sheath

Shotgun (solid slug)|
E|
1|
6d10|
Requires one AP spent to rechamber each fresh round after each shot. Can choose whether to fire solid shot or scatter rounds

Shotgun (scatter shot)|
C|
12|
2d10|
Requires the spending of one AP after each shot to rechamber each fresh round. Can choose whether to fire a solid slug or scatter rounds. Does not suffer penalties for multiple shots, and each shot that hits adds +5 to all successive shots for that player turn.

Light Submachine Gun|
B|
6|
4d6|
Can be aimed once without spending an AP

Medium Submachine Gun|
B|
5|
2d20|
Can be aimed once without spending an AP

Assault Carbine|
D|
4|
5d10|


Assault Rifle|
E|
3|
5d10|


Battle Rifle|
F|
2|
6d10|


Light Machine Gun|
I|
8|
4d10|
If an AP is spent to use the mount, it instead becomes an E weapon, but requires another spent AP to remove it from the mount

[CENTER]General Purpose Machine Gun|
I|
7|
5d10|
If an AP is spent to use the mount, it instead becomes an E weapon, but requires an AP to remove it

[CENTER]Medium Machine Gun|
I|
5|
7d10|
If an action is spent to use the mount, it instead becomes an E weapon, but requires an AP to remove it from the mount

[CENTER]Sniper Rifle|
G|
1|
10d10|
It takes two AP to fire the weapon

[CENTER]Grenade|
H|
1|
5d10 to all targets within 6"|
Special firing rules

[CENTER]Electromagnetic/ Gravitational|
No change|
No change|
No change|
Roll 1d6. On a six, the target suffers an additional 10% of the damage dealt. The extra damage also subtracts from the targets armour
[/table]


Grenades have a different way of being thrown. A grenade can be thrown at a target that cannot be seen, as long as the firer has a very good reason for knowing the target is there.

A pistol can be fired in a close combat using the wielder's CS instead of their RS.



Close Combat Weapons

{table=head]Weapon|Damage|Special Rules


Dagger|
4d10|
Requires no AP spending to draw or sheath

Short Sword|
5d10|


Mace|
3d10|
Halves armour bonuses

Bayonet|
4d10+3|
If attached to a weapon, it instead increases to 5d10+3

Longsword|
6d10|


Warhammer|
6d10|
Halves armour bonuses. Requires two hands to wield

Axe|
5d10|


Spear|
4d10|
If they are charged, they may make a free attack against their charger

Shock Weapon|
Add d10|
A Shock weapon halves the armour bonuses of the affected target, and a target so affected must roll equal or under to their Toughness or Willpower score on a d100 or be unable to make Actions for d3 turns.

[/TABLE]

Armour

Armour comes in many forms. Each point of armour subtracts one point from all damages recieved. A unit can wear two different types of armour at once.

{table=head]Armour|Damage Reduced|Special Rules


Leather|
5

Chainmail|
5|
Double against explosives and spears

Scale Mail|
6

Full Plate|
10

Partial High-quality|
15

Full High-quality|
20|
Cannot be worn along with Partial High-quality or Full Plate

Armourweave|
10

Environmental armours are immune to the effects of weather, except ones which affect sight and ranges.

[/TABLE]


Standard Special Rules

Commander
Every game has to have one model as the commander. This person is responsible for the command of the mission. A model within 12” of the commander can use the commander’s Leadership score instead of their Courage score, without the penalties the Courage score would've taken. The commander can have one of two leadership styles, which can be chosen before the start of the game, and only apply to the soldiers under the command of that player. If the commander is killed, all allied models suffer a -10 to Courage.

Unquestioning Obedience

The commander rules by fear of what awaits those who fail in their duty. All allied models add +15 to their Courage score.

Utter Loyalty
The soldiers are completely loyal to their superior and will risk anything to ensure the success of the mission. If a model is within 6” of their commander when he (or she) would normally take damage, the model may make a Courage check. Success means that the subordinate takes the full damage the commander would suffer. If the commander is killed, they suffer a -15 to Courage rather than a -10.

A commander's style can be chosen through their answer to the questions "Would the commander forsee a necessity of engaging in business that would require their own underlings to engage in actions that a normal person would object to, requiring them to keep their soldiers completely obedient? Or would the commander prefer soldier he or she could trust absolutely, who would stand by their cause even if it means the death of them?"



Conviction
Some characters have an intense personal belief in a cause. It may not be good or evil, but that doesn't matter. What matters is the strength of their belief. They will stick by that cause no matter where it may take them.

The character never suffers penalties to their Courage score.



Defiance
For some characters, there is no concept of defeat, there is only "fighting" and "dead".

If the character's Injury score ever rises above their Toughness, they may make a Willpower roll at the start of each turn (subtract each point above their maximum Toughness from their Willpower). If they pass, they continue fighting until the next turn, when a new roll is required.



Lack of Mental Safeguards
Some characters can turn off all safeguards preventing them from using their true potential. At any time, the character can choose to turn off all mental safeguards. For the duration, their Strength is doubled, but they subtract 1d10 from their Toughness score at the end of each game turn.



Officer
The officer is someone who is paying a large amount of money, came from the upper classes, or actually has skill in leadership positions.

If an officer is included, they must be the commander. If there are several officers, you may choose which is in command. The officer has different stats demonstrating their ability. Like the Commander, the officer can choose their own fighting style.


Lead from the Front

The officer has either a death wish or extreme courage. All allied models add +5 to their Courage score, and the officer gains the Conviction or the Used to Fire rule.


Inspire Heroism

The officer is renowned for his or her prowess, and inspires all around them to follow in their footsteps. The officer and all models within 12" gain the Defiance special rule. If the models already have Defiance, they can re-roll the Willpower roll.

Officers have a second advantage; while they commonly are less efficient in combat, if a Commander is killed, the player chooses an Officer. That Officer is the new Commander. The rest of the units do not suffer the Courage penalty for a Commander being slain. Certain matches will only draw to a close when the Commander is killed. In this case, the battle only ends when the Commander and all replacements are slain.


Orders

Certain low ranked soldiers, Officers and all Commanders can issue Orders. An Officer or Commander can issue as many orders as 1/10th of their Leadership score (rounding ''up'') on their own turn. Only one Order may affect a unit per turn. The Orders are as follows.


Get Up
The soldier is no longer Suppressed.

Keep Moving
The soldier gets a free Move action.

Fire On My Mark
The soldier gets a free AP worth of shooting.

Hit Them Hard
The soldier gets a free AP worth of combat attacks.


Painless
Some people are born with a natural ability to feel no pain. Others are genetically modified to be able to suppress such feelings.

The character never suffers any penalties to any score due to injury.



Used to Fire
The character is used to being shot at, so much that ordinary fire ceases to have any psychological effect.

The character cannot be suppressed.

Still to come:



This setting's "magic"
A point buy system
Basic stats
Much more