Apologies if the formatting doesn't work out - cut and paste to word 10 size font and .7" margins to make it more clear. This is basically Squad Leader with a few modifications. The siting table is mostly the creation of a gentleman with whom I game, with the addition of two tables to reflect the super-human eyesight of, say, Space Marines or Aspect Warriors. With figures tacked onto CDs, it goes pretty fast. There's a vehicle component that'll be pretty much a rip-off of Steel Panthers which I may end up posting later, plus some more fiddling with the time scale and a pending conversion to D20 to speed up some of the vehicle fire. Any suggestions are more than welcome - post or PM either is cool. We've been doing double blinds and face-up "mashes" with these rules to reasonably entertaining results with WWII pieces, but science fiction has proven to take a little more messing around.
Game Sequence:
1) Resolve melee.
2) Declare movement player 1.
3) Declare movement player 2.
4) Resolve stationary spotting.
5) Resolve sniper and flame thrower fire.
6) Resolve all other shooting.
7) Resolve movement.
8) Mobile spotting.
*) Morale is interruptively resolved
Melee Level Difference
2D6 -CAP -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +CAP2D6
12 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 C3/-3 C3/-3 C4/-3 KIA KIA 12
11 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 C3/-3 C3/-3 C4/-3 KIA 11
10 C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 C3/-3 C3/-3 C4/-3 10
9 H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 C3/-3 C3/-3 9
8 - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 C3/-3 8
7 - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 C3/-3 7
6 - - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 C2/-3 6
5 - - - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 C2/-3 5
4 - - - - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 C2/-3 4
3 - - - - - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 C1/-3 3
2 - - - - - - - H C0/-1 C0/-2 C0/-3 C1/-3 C1/-3 2
-CAP 3 5 10 20 40 80 160 320 640 1280 2560 +CAP
Total Fire Factors
Sighting Table:
Die Roll:
Category:
-CAP -2 -1 0 1 2 3 +CAP ++CAP +++CAP
1 0” 0” 4” 12” 20” 40” 80” 80” 160” 320”
2 0” 0” 4” 12” 20” 40” 80” 160” 320” -
3 0” 0” 12” 20” 40” 80” 160” 320” - -
4 0” 4” 12” 20” 40” 80” 320” 320” - -
5 0” 12” 12” 20” 40” 80” 320” 320” - -
6 4” 20” 20” 40” 80” 160” 320” 320” - -
Melee Only Shifts: (assault)
Subject has Furious Charge and just made contact: +1
Subject is outnumbered by up to 1:2n: -n
Object is outnumbered by up to 1:2n: +n
Optical Shifts: these are applied to all conventional shooting and sighting rolls.
Object is Stationary, having not yet fired and in cover: -3
Object is Camouflaged or Chameleonic, stationary, and in cover: -2
oBeing Ultra-Chameleonic: -2
oHaving the crest of a hill between it and the target: -1
Subject is Buttoned: (ignore for hull and turret cams etc.) -1
sEngaged: -1
sUnder fire: -1
oMoving, except cautiously: +1
oMoving in open: +3
Visibility Shifts: these are to spotting only
Subject is dedicated Recon/ +1
Subject is assisted vision: +1
Object is Vehicle: +3
Object is a Large Gun / autocannon/infantry mob +2
Object is a Medium gun / infantry squad +1
Object is Firing: +3
Object is Firing rocket.: +2
Moved
ignore for gyrostabilizers or equivalent) -1
Moved at over 17 km/h: (as above) -1
Thermal: (does not work on non-HEQs) +2
Tunnel Vision: +2
Object Armour Shifts:
These are leftward shifts applicable in general shooting and melee, and versus snipers. (reduces penalty of morale check – if reduced to 0, halt check, if reduced below 0 nothing)
Flak Armour/Tough Unarmoured: 1/0
Carapace Armour/Tough Flak: 2/0
Power Armour/Tough Carapace: 3/1
Terminator Armour/Tough Power: 4/2
Space Marine Terminator: 5/2
Fireteam – smallest formation. Typically five soldiers. Occasionally a single specialist.
Squad – Ten or fifteen soldiers with one “radio” between them.
Mob – Twenty, 25, 30 or more soldiers with one “radio” between them.
Game Phases:
1) Resolve melee – melee is resolved by subtracting the melee level of the object from that of the subject and rolling on the appropriate column. Melee is base to base and not anything else. Heavy close combat weapons cancel one Object Armour Shift. Power Weapons cancel all armour, save one for Tough units. Power Fists cancel all armour. Melee goes unit to unit, with the subject unit rolling. (note that all C and unit strength references are to fireteams, not individual soldiers – barring individuals fighting as their own unit (equivalent to one fireteam/stats adjusted to show)
2) Declare movement player 1.
3) Declare movement player 2.
4) Stationary spotting. Spotting is rolled for each fireteam or vehicle once per unacquired target in LOS. Targets are lost if LOS is lost and must be reacquired.
5) Sniper and flame thrower fire. These are resolved by weapon. You need to see it to shoot it. Flame throwers reduce the number of ARMOUR shifts received by the target by one.
6) All other shooting. You need to see it to shoot it. All artillery fire falls and bursts during this phase if it was activated (“fired&rdquo
during the previous phase. Fire is resolved by target – the number of factors against each fireteam receiving “conventional” fire takes is totaled, the starting column found and column shifts applied from that point.
7) Resolve movement.
8) Mobile spotting.