Tuesday, 16 May 2017

Modern imaginations skirmish game

I have been looking at various modern skirmish sets of rules , normally i would go for force on force but i wanted something a little more special where each figure acted and fought and interacted with the terrain individually so i have been looking at infinity , these are a hard scifi set but the core mechanics work well for individual figures. so i created / modified the weapons to be a little more in keeping with the this game.

house rules
since i am playing this in 15mm i am halving all ranges

As infinity is an individual figure game i needed a group mechanism so i decided to have the units training/morale reflect this so militia must always be able to see 3 other figures or they stay put , average 2 others and veteran 1 other , elites may do as they wish

At the start of the game there are 5 hotspots as per the normal FoF rules where the insurgents can appear however the hotspots will move half an infinity move at the end of the turn towards the businessman or product

each move on the table made by the pmc will increase the threat level by 1 , at the end of the turn a d6 is rolled and if that number is rolled the enemy gang may start to arrive with the leader arriving with the last gang , they arrive on a random hotspot  and within or behind a building or wall

Modified Weapons
Pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 1
Heavy pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 14 , burst 1
Machine pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 4
Sub Machine Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , dam 12 , burst 3
Light Machine Gun range 0-8 (-3) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Vehicle Machine Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) dam 14 , burst 3
Heavy Machine Gun range 0-8 (-3) , 8-16 (0) , 16-24 (+3) , 24-48 (+3) , 48-96 (-3) dam 14 , burst 2
Vehicle Auto Cannon range 0-8 (-3) , 8-16 (0) , 16-24 (0) , 24-48 (-3) dam 16 , burst 2
Grenade range 0-8 (+3) , 8-16 (-3) , dam 13 , burst 1
Demo Charge / IED range (0) (+3) , dam 14 , burst 1 , AP (varies) 1-4
Grenade launcher range 0-8 (0) , 8-16 (+3) , 16-24 (0) , dam 13 , burst 1
Constructed Rifle range 0-8 (-3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 1
Carbine range 0-8 (-3) , 8-16 (+3) , 16-24 (0) , 24-48 (-6) , dam 12 , burst 1
Rifle range 0-8 (-3) , 8-16 (+3) , 16-24 (0) , 24-48 (-3) , dam 13 , burst 1
AK47 range 0-8 (+3) , 8-16 (0) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Assault Rifle range 0-8 (+3) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Modern Assault Rifle range 0-8 (+3) , 8-16 (+3) , 16-24 (0) , 24-48 (-3) , dam 13 , burst 3
Shotgun range 0-8 (+6) , 8-16 (0) , 16-24 (-3) , dam 14 , burst 2
Sawn-off Shotgun range 0-8 (+6) , 8-16 (-3) , dam 15 , burst 1
Sniper Rifle range 0-8 (-3) , 8-16 (0) , 16-24 (+3) , 24-48 (+3) , 48-96 (-3) , dam 15 , burst 1
Mini-Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 14 , burst 4
LAW / Rpg range 0-8 (0) , 8-16 (-3) , 16-24 (-6) , dam 15 , burst 1 , AP 3

Knife Dam ph-1 burst 1
Bayonet ph 0 burst 1
Sword Dam ph+1 burst 1

Communications
Units with man to man comms may spend action points as per normal infinity rules , units without man to man coms have their own stack of action points which can only be spent by that group. At the beginning of the turn each group is assigned a number of action points from the main pool.

Scenario 1
A group of private military contractors escort a business man to meeting and then on to the exit
the meeting is taking place in a well protected building.

A local gang leader is going to try to disrupt the meeting or try and capture the businessman  , if captured this will lead to scenario 2 where he will need to be rescued or scenario 3 where some product will needed to be delivered to a point on the table

Forces 
1 civilian armed with pistol , 4 veteran pmc armed with Assault Rifles and 2 smoke grenades
They will travel in protected car , arm 2 to destination wait 4 turns then move on to the exit , they have man to man coms for pmc only
Mov 4-4 , cc 12 , bs 14 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2

The meeting area is defended by 5 average guards and leader
Mov 4-4 , cc 12 , bs 12 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2
Armed with machine pistol

gang forces (All Militia are Irregular)
1 leader and 4 groups , 2 average and 2 militia arrive at a hotspot which are diced for randomly
Mov 4-4 , cc 12 , bs 10 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2
Armed with AK47 rifles , leader armed with 2 heavy pistols

The AI for the gangs are that they will move to a position where they can shoot at the enemy , 
militia will not cross open ground and will withdraw if they come within close range of the enemy
Average will not cross open ground
if any group outnumbers its visible enemy by double it may close to close combat

Drugs
Some units may be considered to be on drugs , those units ignore the group mechanism and will always try to close to close range before they may shoot

Use the force on force reaction system for troop reaction

Reaction
Any group that wishes to react to an enemy rolls is wip or under  , all reaction dice are rolled against all defence dice , the defender gets as many defence dice in its group multiplied by the number of groups shooting at it

Firing
Use the standard infinity d20 fire dice  , total burst number in attacking group and the best weapon for the range if group has different weapons
Use total figs in defending group for defence roll

Attacking
Militia lose 3 burst dice for each additional figure in group
Average lose 2 burst dice for each additional figure in group
Veteran lose 1 burst dice for each additional figure in group

Use normal Modifiers for dice roll

roll to wound as infinity rules




Outcome

Red arrows represent movement for that turn , yellow arrows are shooting that turn and the "X" is for downed figures.

Turn 1 , After the meeting the PMC and the civilian under fire from gang 3 and gang 2 enter the car which protected then from all small arms fire , the meeting area guards move to positions to offer supporting fire. Gang 1 and 4 move.

Turn 2 the PMC and civilian drive off and come under fire from gangs 1,3,4 which damage the car , the meeting point guards disable half of gang 2

Turn 3 Gang 1 fires at car putting it out of action , the driver failed to keep control and crashes into the corner of the building , the meeting point guards offer some suppressive fire against gangs 2 and 3

Turn 4 the PMC and civilian exit the car and move to cover around the side of the building whilst under fire from Gang 1

Turn 5 the PMC escape on foot

I didn't know if i would call this a win for the PMC as they are on foot, perhaps they would steal another car to get away , on the whole a very fast and furious game and seam to have lots of action with bullets flying in all directions.

The main mechanic is you have to roll under your target number and beat the enemy roll , if the unit rolls under its target roll and over the enemy roll it is a hit and needs a damage roll , this is for all relevant dice that do hit their target cause damage.

For damage a roll of above the weapon damage rating adding your armour to your roll , a fail is a wound taken which in most cases is a kia , all figures had 1 wound the car had 2 wounds

No comments:

Post a Comment