SKIRMASHED
SET UP
The game is played on a 2’x2’ board for 1-5 figures aside, and a 4’x2’ board for 6-10. Deploy forces within 3” of opposite edges (long edges on a 4’x2’). All dice are D10s (unless stated otherwise).
Figures have six stats, ‘Manoeuvre’, ‘Firepower’, ‘Boom’, ‘Fight’, ‘Hack’, and ‘Stamina’. Stats can be any value from 1-9, bar Stamina which is any value from 2-19.
Manoeuvre – The figure’s speed vs armour.
Firepower – The rate of fire of the figure’s ranged weapon vs its armour penetration.
Boom! – How easy it is to wield the figure’s ranged weapon and the damage the weapon does when it hits.
Fight – The speed of a figure’s melee attacks vs their armour penetration.
Hack – How easy it is to wield the figure’s ranged weapon and the damage the weapon does when it hits.
Stamina – The figure’s toughness vs their ability to keep acting.
A figure can be designated as a ‘fighter’. Fighters have no ranged ability at all and can only make melee attacks (with a bonus of course).
THE GAME
The game is played over 4 rounds. At the start of the first round players roll off to determine who activates a figure first. Players then alternate activating figures until all of one player’s figures are exhausted, then their opponent can activate each of their non-exhausted figures once more, and then the round ends. At the start of the next round the player that did not activate last in the previous round goes first.
ACTIVATING
When a figure is activated they can move and attack, attack and move, focus and attack, or run and melee attack. Once a figure has completed their actions they take a Stamina check, and then their activation is over, and the opposing player can activate a figure.
MOVEMENT/RUNNING
A figure can move a distance equal to their Manoeuvre + D10”.
To run a figure can move their Manoeuvre + 2D10”.
SHOOTING CHARGERS
If a figure moves into base to base contact with a non-fighter, non-exhausted enemy figure to melee attack them, that enemy can make a ranged attack against the charger, as if shooting them on the way in. The shooter gets no positive or negative modifiers to their hit roll/s, and must take a stamina check after the shot is resolved but before the charger makes their melee attack (if they survive the shot).
RANGED ATTACKS
When a figure makes a ranged attack they must not have an enemy in base to base contact (unless it is a charger and no other enemy is in base to base contact), they must target an enemy that they can see.
The attacker rolls a number of dice for the attack equal to their Firepower stat. To score a hit the attacker must roll above their Boom! stat. Their Boom! stat is modified as follows:
-1 if the attacker focused.
-1 if the target is within 6”.
+1 if the target is outside 24”.
Natural 10s always hit and natural 1s always miss.
The target can attempt to block each hit scored, to do so they must roll a die for each hit above their own Manoeuvre stat, their stat is modified as follows:
+1 if the attacker’s Firepower is equal to the target’s Manoeuvre.
+2 if the attacker’s Firepower is less than the target’s Manoeuvre.
+3 if the attacker’s Firepower is half or less than half of the target’s Manoeuvre.
+1 if the target is exhausted
-2 if the target is in soft cover.
-4 if the target is in hard cover.
Each unblocked hit causes an amount of damage equal to the attacker’s Boom! stat.
MELEE ATTACKS
When a figure makes a melee attack they must target an enemy that is in base to base contact.
The attacker rolls a number of dice for the attack equal to their Fight stat. To score a hit the attacker must roll above their Hack stat. Their Hack stat is modified as follows:
-2 if the attacker is a Fighter.
-1 if the attacker focused.
-2 if the attacker did not begin their activation in base to base contact with their target (charging).
Natural 10s always hit and natural 1s always miss.
The target can attempt to block each hit scored, to do so they must roll a die for each hit above their own Manoeuvre stat, which is modified as follows:
+1 if the attacker’s Fight is equal to the target’s Manoeuvre.
+2 if the attacker’s Fight is less than the target’s Manoeuvre.
+3 if the attacker’s Fight is half or less than half of the target’s Manoeuvre.
+1 if the target is exhausted.
Each unblocked hit causes an amount of damage equal to the attacker’s Boom stat.
BLOCKING/DODGING
If when attacked, either at range or in melee, a figure that is not exhausted can choose to actively block/dodge that attack. You must declare the figure is blocking/dodging before any dice are rolled for the attack. If so, then when rolling to block hits add a further -2 modifier to this figure’s Manoeuvre stat.
Once the attack is resolved, if this figure is still alive, they must take a stamina check.
KILLING ENEMIES
Once a figure has suffered an amount of damage equal to their Stamina stat they are killed.
STAMINA CHECKS
When a figure has finished activating they must take a Stamina check, roll 2D10. If the result is equal to or lower than their Stamina stat then they are exhausted and cannot be activated again this round. If the result is higher the figure is not exhausted and can be activated again later in the round.
If a 20 is rolled the figure can immediately activate again!
WINNING
At the end of the fourth round the game ends. The side which took more casualties loses.
Do you realise that you churn out rules sets as quickly, if not quicker, than some of us mere mortals churn out painted figures!!
😄
🤣 Thanks very much! I can’t help it once my brain starts noodling its way through an idea.