So I’ve recovered from the plague, and in a post fevered state threw together yet another small skirmish game. I suppose you can blame this on the fact that Darkfell was really designed to be a Mordheim replacement and for some reason I’ve been playing it with superhero-ish figures, the two just don’t quite fit together in a satisfying way. Also I am enjoying ordering random figures there are few old or bad pictures of, or no pictures at all on Irregular Miniatures.

So here’s yet another set of skirmish rules for you to play with.
Figures get two stats, ‘Manoeuvre’ and ‘Combat’. I started out with my usual Fighter, Skirmisher, Shooter, but this gave me more granularity, which felt nice with all the random figures I’ve been using. Both stats do lots of things, Manoeuvre affects the order figures activate in, their movement speed and their armour saves. Combat affects all attacks (duh!) high combat values are better at melee, low are better at range. Both Combat can be any value from 1-6 and Manoeuvre can be any value from 1-5.
So the basic gist is, roll a D20 for each figure on the board and add their Manoeuvre, figures then activate from high to low. Where two players have figures with the same score, the player that activated a figure last goes second.

When a figure activates they get D6 actions plus a free move in inches equal to their Manoeuvre stat.
For 1 action a figure can move 1”.
For 1 action a figure can use 1D6 to make a ranged attack.
A figure can only make 1 ranged attack per activation against a single enemy, but can spend any number of actions on that attack (to get multiple dice).
To hit an enemy with a ranged attack, you must roll above the attacking figure’s Combat stat. Their stat is modified as follows:
+1 if the target is obscured by soft cover.
+2 if the target is obscured by hard cover.
+2 if the target is in base to base contact with an ally.
+1 if the target is not the closest enemy.
If you’d need to roll any value above 6, you need to roll a 6 followed by a 6 to score a hit.
For each hit the target makes a saving throw, to do so they must roll above their Manoeuvre stat.
Each failed save results in a wound. Once a figure has suffered 3 wounds they are killed.

If at any point during a figures activation they are in base to base contact with an enemy they can make a free melee attack against that enemy. They can only make one melee attack per activation.
Roll a D6 and add the attacker’s Combat stat. Your opponent then rolls a D6 and adds the target’s Combat stat.
If the attacker wins the target suffers a number of wounds equal to the difference. If the result is a tie, or the defender wins, then neither the attacker nor the defender suffer any wounds.
That’s the gist anyway. Here are all the rules in a single image, to be posted to Instagram:

I hope to buckle down and work on some more ‘serious’ gaming soon!