sci-fi gang war

Attributes:

Speed: used for actions.
Assault: used for attack rolls.
Defense: affects difficulty to hit, and generates resistance to wound.
Tactics: used to tabulate tactics points and calculate resistance to panic.

Combat
Phase 1
1. Tabulate Tactics Points (avg. of tactics attributes for the company). Figure out who has Speed Advantage, Defense Advantage, Assault Advantage and Tactics Advantage. Draw cards as appropriate.
2. Determine Initiative, each player rolls 1D10 and adds their tactics score. Players may blind bid tactics points to raise their die roll on a one for one basis.

Phase 2

1. The Player who wins initiative nominates either one of their or one of the other player’s models to act.
2. The nominated model uses the entirety of their speed points (any unused points are wasted)
3. The player with next highest initiative nominates a different model to act. This goes on until each model has acted.
4. Refresh return to Phase 1.

Actions: Once a model has been nominated has been nominated it may spend a total of speed points to equal to its speed attribute.

Move: Models may move one inch for each speed point they spend.
Attack: There are three kinds of attacks, Ranged, Close, and ECM. Each kind has its own rules.
Ranged:
1. Announce if this is an attack to wound or panic
2. The attacker first calculates the Range Modifier by measuring the distance to the target in inches and then divides the result by his weapon’s range.
3. Second the attacker calculates the Difficulty Modifier, by counting the number of of models and terrain pieces between the attacker and the target.
4. By adding the Range Modifier to the Difficulty Modifier and then to the target’s Defense Attribute this is the Target Number.
5. The attacker rolls 1D10+their Assault+ any other bonuses this is the Attack Total. If the Attack Total is higher than the Target Modifier the target has been hit.

Close Combat: Close combat can only occur when two models are in base to base contact, it proceeds identically to ranged combat except there is no Range Modifier or Difficulty Modifier.

Ranged and close combat attacks both come in two varieties attacks to wound and attacks to panic.

Attacks to Wound
If a target is successfully hit by an attack to wound the attacker then compares the Attack Total to the target’s Wound Threshold if the Attack Total is higher the target is Wounded and its model is placed face down, it can take no other actions until it receives medical attention.

If the Wound Threshold is higher then the target is grazed, its player chooses one attribute to lower by one for each graze the model receives.

In addition players may immediately play Tactics Cards with the “Play When an Enemy Model is Wounded.”

Attacks to Panic
If a target is successfully hit by an attack to panic the attacker then compares the Attack Total to the target’s Panic Threshold if the Attack Total is higher than the Panic Threshold the target is Paniced and its model is placed face up. The next time the Paniced model is activated it must spend all of its Speed points to end the panic. It may then act normally on its next turn.

In addition players may immediately play Tactics Cards with the “Play When an Enemy Model is Paniced.”

ECM: ECM attacks work the same except instead of a Range Modifier the attacker calculates an ECM modifier by taking an average of the ECM defense for every enemy model between the attacker and the target, a difficulty is not calculated. ECM attacks also require a skill to use, the result of the attack is determined by skill.

Seek Cover: The model increases its defense score for every speed point spent.

Tactics Action: The player plays a tactics card from his or her hand and immediately resolves its instructions. This takes the activated model’s entire entire turn.

Force Construction:

Commander – 200

S: 6 A:5 D:5 T:6
Special: Once per phase may spend a tactics point to let any friendly model it can communicate with reroll one failed roll.

Triggerman – 100

S: 6 A: 6 D: 5 T:5
Special: Once per phase may reroll one ranged attack with light weapon.

Assassin – 100

S: 6 A: 6 D: 5 T:5
Special: Once per phase may reroll one close-combat attack.

Heavy Gunner – 100

S: 6 A: 6 D: 5 T:5
Special: Once per phase may reroll one heavy weapon attack.

Cracker – 100

S: 7 A: 5 D: 5 T:3
Special: Once per phase may reroll one ECM attack.

Stalker – 100

S: 7 A: 5 D: 4 T:5
Special: Once per phase when concealed the stalker may reroll one attack that would have hit the stalker.

Specialist – 100

S: 6 A: 4 D: 5 T:6
Special: Once per phase this model may reroll one failed skill check.

Thug – 25

S: 6 A: 2 D: 4 T:2

Skills

Basic Skills
Aim: For each speed point a player spend the attacker may add 1 to a ranged attack roll. A player may spend an entire phase aiming and then attack as soon as they are activated. Any actions taken between when the character begins aiming and finishes negate the bonus.

Set-up Strike: For each speed point a player spend the attacker may add 1 to a close combat attack roll. A player may spend an entire phase aiming and then attack as soon as they are activated. Any actions taken between when the character begins aiming and finishes negate the bonus.

Concentrate: For each speed point a player spend the attacker may add 1 to an ECM attack roll. A player may spend an entire phase aiming and then attack as soon as they are activated. Any actions taken between when the character begins aiming and finishes negate the bonus.

Evasive Moving: For every three speed points the model speeds it may move is inch and add one to its defense.

Run: The model spends all of its movement moving and may then move an additional two inches.

Dodge: The model moves two inches for free and ends its turn behind cover, it may apply all of its speed points to its Defense.

Class Skills

Commander

Officer: You add one to your gang’s total tactics, this does not raise this model’s tactics trait. Speed cost: 0

Field Experience: The model may give one more reroll to any model it can communicate with. Speed Cost: 4

Calm Under Fire: Any friednly model this model can communicate with can ignore the affects of panic if it roll over the intial attack value on 1D10+ its tactics. Speed Cost: 1

Counter Maneuvers: This model may spend an action to discard one tactics card to automatically cancel the affects of another card. Speed Cost: 100%

Go Forward!: One model this model can communicate can move an additional 2 inches for free. Speed Cost: 3

Called Shot: One model this model can communicate with can add +1 to a ranged attack. Speed Cost: 3

Keep Your Head Down: One model this model can communicate with can add +1 to its defense. Speed Cost: 3

Comms Discipline: One model this model can communicate with can ignore the affects of a succesful ECM attack by rolling it roll over the intial attack value on 1D10+ its tactics. Speed Cost: 1

Talk You Through It: One model this model can communicate with can add +1 to a skill check. Speed Cost: 3

Comms Assit: One model this model can communicate with can add +1 an ECM attack. Speed Cost: 3

Triggerman

Double Tap: This model may take a -1 to its attack roll to make to attacks with a weapon with the “Double Tap” trait for the cost of a single attack. Speed Cost: The cost of the attack.

Burst Fire: This model may take up to three additional attack for the speed cost for a single attack using a weapon with the “Burst Fire” trait taking a -1 on the first roll, a -2 on the second and a -3 on the third. Speed Cost: The cost of the attack.

Full Auto: This model may make a full auto attack applying a penalty of between -4 and -10 for the attack, if the attack is successful it may affect all of the enemies in a small area of effect. The attacker then adds the Full Auto Damage+ the penalty it has elected to take, this damage may be divided up amongst as many of the targets in the area of effect as the attack chooses. Speed Cost: Varies by weapon.

Sniper: For each speed point spent aiming this model gains +2 to a range attack roll rather then +1. Speed Cost: The cost of the attack.

Point Blank: If the attacker is less than two inches from target it may double the attack’s damage, this can only be an attack to wound. Speed Cost: The cost of the attack.

Suppression: Add +1 to any attack to panic. Speed Cost: The cost of the attack.

Critical Hit: Add +1 to any attack to wound. Speed Cost: The cost of the attack.

Fast Reload: Half (rounding down) the reload time for any light weapon. Speed Cost: 0

Weapon Specialization: Choose one light weapon this model receives a +1 to damage and to hit and reduces the reload time with that weapon by 1 (minimum 1). Speed Cost: 0

Proper Maintenance: This character gets a +1 to maintenance checks and +1 to ammo checks with all light weapons. Speed Cost: 0

Assassin

Critical Hit: Add +1 to any attack to wound. Speed Cost: The cost of the attack.

Backstab: If the attacker is in base to base contact with the target it may double the attack’s damage, this can only be an attack to wound. Speed Cost: The cost of the attack.

Timed strike: For each speed point spent on a set-up strike this model gains +2 to a close combat attack roll rather then +1. Speed Cost: The cost of the attack.

Bladerunner: Add +1 to any bladed weapon attack. Speed Cost: The cost of the attack.

Heavy Hitter: Add +1 to any blunt weapon attack. Speed Cost: The cost of the attack.

Parry: If this model is hit by close-combat attack it may force the attack to reroll. Speed Cost: 0

Counter-strike: If an attacker misses this model with a close-combat attack the model may immediately atack back. Speed Cost: 1

Berserker: This model expends all of its speed points and reduces its (D) to 0. It may then make a single attack +(S)x2. Speed Cost: 100%

Weapon Specialization: This model choses a specific close-combat weapon and adds +2 to attack and damage with it.

sci-fi gang war

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