Skirmish Shadowrun V.2.0
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 Squad Skirmish System

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Slide
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Join date : 2012-01-21
Location : WTF NJ?

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PostSubject: Squad Skirmish System   Squad Skirmish System EmptyThu Oct 11, 2012 2:28 am

Basic Rules of the Squad Skirmish System.

Character attributes:
Composure: Unit's ablity to function on the battle field. This is derived from a combination of endurance, natural toughness and training. It is a abstract number that should not be equated to HP. When Composure reaches 0 the unit must drop prone and may only take a Rally action or crawl for cover. When composure reaches -3 (also considering - max composure) The unit is dead and unable to participate in the battle.
Movement: A typical movment is 10 inches.
Traits: Special traits that give a slight edge on the battlefield.

Weapon Attributes:

Range Incrament: Effective range of a weapon. For every time you exceed a range incrment you must roll upon hitting a target to determine the result.

[table border="1"]
#of Incraments Miss on Pinning -1 Hit
1 1-2 3 4-6
21-3 4-5 6
31-4 5 6

Hit Table: when you fire at a target roll 2d6 and compair the result to the Hit table for your weapon.

Combat Turn:

Roll of on 1d6 to pick who goes first. Reroll ties. Each player activates one squad member and marks him as moved, then his oponent does the same until all squad members have moved. Then reroll at the start of the next turn.

Actions:

Each unit typicaly is allowed to move up to his move speed and perform one action. In liue of this the unit may double time moving up to twice his move distence with no other actions.

Move: Move up to your move speed. If a Unit fires after or durring the move he is considered "Unstable"

Double Time: Move up to twice your move speed. Gain the "Running" status

Fire: Unit selects a target and rolls on the firing table for his weapon to determine the result.

Rally: Recover 1d3 Composure up to your maximum composure. Rallying while in hard cover gives a +1 bonus to this roll.

Breach a door or window: Going to make something up for a roll on this later.

Drop Prone: at any time durring his activation a unit may drop prone for free.

Get up: Getting up from the prone position uses 4" of move speed. You may double time or fire a weapon after gettting up.

Sweep: Move at 1/2 move speed firing on any targets that enter your Line of sight as you move.

Overwatch: Until your next action you may fire on any unit that walks into your line of sight.

Pinning: -1 to composure due to bullets flying everywhere. yeah shit just got real!

Status Conditions:

Hard Cover: 3+ Chance to negate "hits"

Soft Cover: 5+ Chance to Negate "hits"

Running: 4+ Chance to Negate all "hits"

Stablity: On a fire roll you may chose to reroll 1 die and keep the result.

Unstable: On a fire roll your oponent may chose to reroll 1 die and keep the result.

Prone: Considered to be in soft cover and stable.

Elevated Position: You are considered to be in hard cover.

Blind Fire: your oponent may chose to reroll one or both dice on a fire roll.

Body Armor: 4+ chance to reduce incoming damage by 1.

Pinning: -1 to composure due to bullets flying everywhere. yeah shit just got real!

A front arc is typicaly 90 degrees, some weapons such as sniper rifles have a 45 degree arc.


Last edited by Slide on Thu Oct 11, 2012 2:50 am; edited 1 time in total
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PostSubject: Re: Squad Skirmish System   Squad Skirmish System EmptyThu Oct 11, 2012 2:29 am

I will add the weapon tables latter. and develope some traits for the squad members.
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