I went to buy a copy of Spectre:Operations to play with my kids but discovered it was $100AUD - and $50 of that was postage. Living in Australia makes wargaming a hobby of the rich. Annoyed, I decided to see if I could make my own modern rules set in two hours.
I admittedly recycled a few concepts from Middlehiem (my homebrew not-Mordhiem rules for a dinosaur-riding War of the Roses), but this was typed up as I went. Totally unplaytested, but I'm confident it is a reasonable alpha. May tweak some stats/% but with two hours I didn't have time to crunch the math.
I also thought I'd see what rules layout I naturally deferred to (curious due to a question from Ashley in the google group).
Also, I often discuss homebrew rules but rarely post them. This will be a typical example - a quick set, made for myself, to fulfil a specific need I can't get from my (whole cupboard) collection of rules.
And... go!
#1. Aim: initiative is interesting while being simple enough to
quickly learn.
I want some
to-and-fro interaction without devolving into complex reaction
mechanics.
Mechanics should be
consistent to teach my kids and include basic math.
The aim is a game
that works for gun-centric modern combat while allowing expansion to
aliens/monsters/supernatural. Intended for 4-12 models or so per side
(fire team->squad level), individually-moved skirmish game.
Ok here is my rationale - it keeps me focussed on what I want the game to be - how it should play, what I should keep/remove/focus on...
#2. Dice Rolling & Stats “Housekeeping” This is "housekeeping - what you need - and need to know - about playing.
How to roll: “Warmachine
but d10”
Normal: Add stat + d10.
If it equals the target number “TN” (usually
10) it succeeds. It is a ‘critical’ if it passes
by 5 or more.
Contested: Both sides roll
stat + d10; highest successful roll wins. Active player
wins ties. It is a ‘critical’ if it beats
the opponent by 5 or more.
“Never tell me the odds”
– a natural 1 always fails and a natural 0 always succeeds,
regardless of modifiers.
We use stats based on
a decimal system.
Here is how
the stat aligns with % chance to succeed, with stat+d10 vs TN10.
7 (80%) =
heroic 6 (70%) = elite/very good
5 (60%) = regular/sound/trained
4 (50%) = rookie/meh/green
3 (40%) = untrained/bad
Most units will have stats of 4
or 5.
Modifiers tend to be +2 or -2
(noticeably more difficult) but can vary. The target number is modified,
so a negative modifier is good. Think
of it as “adding difficulty” or “removing difficulty”
Miniature Stats:
There
are quite a few. But this is to allow weird aliens etc later. And
more universal stats means LESS unique special rules.
Combat
Skill (experience, cool-headedness, initiative, reactions)
Willpower (bravery)
Shooting (duh)
CQC (stabby fighty skills)
Physique (size,
toughness, strength)
Agility
(dodge/leap/climb)
Defence
(combination of natural physique and armour)
Counters
& Playing Pieces
I use an imperial measure for convenience. 4-5 10-sided dice.
Downed models
are tipped on their side. Dead models are removed.
Suppressed
models get a token: In my case, white
Fleeing models
get a different token: I’m using yellow.
“Overwatch”
models also get a token: I’m using green.
*You might also need a token to show
which models have activated if you forget easily.
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I am usually very interested in activation and initiative. Here I've picked a simple system as I don't want to confuse my kids. While reactions do well to simulate the quick exchanges of gunfire, often games with reactions can bog down.
#3. SEQUENCE OF PLAY (INITIATIVE/ACTIVATION)
Start of Game:
Leaders
roll off with d10. The highest roll that succeeds has the
initiative and chooses a model to go 1st.
Activation: Each model must roll a dice
(activation roll) to activate. If model succeeds it activates and
may move and shoot. The controlling
player may then choose another model
to make an activation roll. (Option:
may adjust/move and
go on overwatch)
If the model fails it activates but
may only move or shoot. It loses the
initiative. After the mini takes its action, play switches to the
opponent who then may make an activation roll for a model of its
choice.
Option: If a model is within
6” of a leader it may add -1 bonus to its activation
roll TN. This allows natural squads to occur
(counter: see 6” area fire). A
model out of LoS to all friendlies is -1.
Option:
“Sprint” – a model can move a second time, instead of
shooting
Option:
“Aimed fire” – if move 2” or less/pivoted,
can fire a single
shot at -1 TN bonus to
hit (or re-roll a miss) or
add -2 bonus to
the damage roll TN.
Option:
“Man down!” If
the active model is ‘downed’ or
killed; initiative
switches as if he had failed his activation roll.
Option:
“The Flow of
Battle” if you
nominated a leader, instead of activating, your activation roll
allows you to nominate any
enemy model in the leader’s LoS (or the LoS of any within 6”
of the leader). A failure means the enemy can choose the unit and
initiative swaps like usual.
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Horde of Rabble Rule: This
rule is to prevent cheap horde armies outmanuevering elite troops
with lots of
unopposed movement or firing at the end of a turn.
If any models on one side are left
AFTER all the opponent has activated, they may only make a single
move or shoot like models if they pass
their activation roll (kinda like if they failed it in normal
circumstances).
If any of the remaining models fail
their activation roll, all remaining minis yet to be
activated may only adjust their position/facing 2” and may not
take any action.
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Overwatch:
A model may reserve its fire for
later. It may interrupt an active opponent. It is +1 penalty to
shooting though as it is reacting to sudden action of the player
with initiative.
Models on overwatch who did not
shoot may attempt to remain on overwatch into next turn. In the
clean up stage, pass a Combat Skill roll to retain the token.
Option: instead of shooting, overwatch can be movement
(charging to CQC or fleeing) or shooting; just not
both.
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I'm sure I've forgotten stuff here - it makes sense in my head.... Lots of "Options" aka random ideas I am not sure will make the final cut.
TL:DR = Sequence of a turn: (just to be clear)
1) Leaders dice off, winner selects
a model to activate
2) Winner has initiative and rolls
activation roll. Can continue to choose minis to activate until a
roll is failed; then opponent activates troops until he fails.
3) Once only one side has minis yet
to be activated, “Horde Rule” applies
4) Clean up phase (test morale, remove suppression, test to
remain on overwatch etc)
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#4. Movement and Spotting
This will not be tournament-proof but is more a set of guidelines as this stage - I'm also a little behind in my timeline having spent a lot of time on (overthinking?) the last section.
Movement:
Models move = to their Move stat,
usually 4-6”.
Tough going/climbing uses 2” of
their move to travel 1”
Climb & Jump
Models can climb ladders and
climb/jump down from obstacles of head height; just treat as
“tough going.”
Models can jump 1”/base length
gaps, but must test for each 1” beyond that (up to half move or
half agility. Each 1” beyond the first triggers another agility
test.
Test Agility = pass = can
continue move after getting to the top or bottom; fail = move ends
at top/bottom of obstacle
Falling
A model will not fall off a rope or
ladder unless he is attacked; then test agility to see if
he falls.
Models climbing a slippery surface
with few handholds must test a second time if they fail an agility
test; a second failure means they fall.
Falling Damage: while models
can fall or jump their own height without risk, use agility to
make a saving throw each 1”/model height beyond the first; i.e.
falling 3x the models height would mean 2 saving rolls must be
made or the model is downed - or
killed if a critical.
Spotting, Facing & Flanking:
Miniatures only
see in their front 180d arc, for purposes of triggering overwatch
etc. They cannot attack enemies outside this arc. Any attack from
their rear receives a bonus for flanking.
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The combat/shooty mechanics were quick to do. I'm always pretty casual about this - it's just a means to generate a result and I often swap mechanics halfway through. Toyed with a "d10 Infinity" system but I kinda want my kids to do "10 combo" math with a TN of 10 and I like how this method can be used for pretty much every mechanic in the game.
The "- is good,+ is bad" is a bit weird though.
#5. Combat – Shooting & Damage
Shooting
Adjust your target number (10) up or
down using modifiers. Roll d10+stat, compare to modifiers. A ‘critical’ (exceeds TN by 5+) rolls twice for
damage.
Modifers
Long range +2 TN penalty
“Suppressive fire” +2TN penalty
In hard cover +2TN penalty
“Aiming” = single aimed shot
-1TN bonus (if did not move and only pivoted)
Enemy unaware/flanked -1TN bonus
(So most long-range suppressive fire against targets in
cover will likely only hit on 10-20% chance)
Rapid/Area/Full-auto/Suppressive
fire:
Full auto weapons with RoF3+ can
spray bullets into a 6” diameter area. Any within the target
area can be hit (up to RoF of weapon, allocate hits as you wish);
the remainder cannot be harmed but all can still be suppressed.
Any within the 6” suppression zone
must pass a Will check or are suppressed... Long range: All weapons must be stationary to
fire suppressive at long range
Suppressive fire is an
extra -2
penalty, so most
long-range suppressive fire against
targets in cover only
hits on a lucky ‘0’;
it is just keeping
their heads down with Will checks etc #5A - Doing Damage
To
wound:
For each hit, roll d10 + add the weapon’s Damage stat. Compare
it to the target “Defence” (which is ‘10’ for a normal
unarmoured human). If it equals or exceeds, the target is
“downed”. If it exceeds TN by 5+, the target is obviously and
instantly dead and is removed.
Downed vs
Dead:
When an attack
succeeds; models are downed and place on their side. They are
‘downed’.
In the clean
up phase, roll to see their actual state.
123 =
carry on, twas just a flesh wound
4567 = still
downed, may crawl 2”; recheck status next clean up phase or if
first aid etc
890
= “you’re dead” - remove mini
A second hit
on a downed model (or two ‘downed’ results) kills the model
outright with no further rolls. A critical wound
roll always
outright kills/removes the mini.
Coupe de grace: Any enemy in base
contact with a downed mini automatically kills it.
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#5B. Close Quarters Combat
If a model moves into contact, it is
in melee. If a side loses
melee (but hasn’t activated yet) it forfeits its activation.
Models make a contested roll;
the highest success wins (active player wins ties). A
critical success automatically kills the loser if using a melee
weapon.
Modifiers
-2 TN bonus if
attack from rear arc
+1 TN penalty if up stairs or slope
Weapons have TN modifiers based on
their unwieldness in CQC.
-1 bonus if using katana, axe or
specialist melee weapon
0 if using a 1H firearm/pistol or
knife/bayonet/improvised melee weapon
+1 penalty if using a SMG or or
short assault weapon
+2
penalty if using a
full-size rifle
or
LMG
Multiple melee combat: Allies
add an extra +1 dice (an extra d10, not a modifier
to the roll) to resolve hits but do not strike themselves; the
main fighter just chooses the best roll.
Pushback &
Damage
Winner can
choose to ‘push back’ the loser or remain ‘locked in
combat’; and rolls to wound – using melee weapon bonus + physique or
calibre of pistol/SMG for the Damage.
(I.e. a knife could by Physique 4 + 1 knife bonus = 5 damage; then add d10 and compare to TN like usual).
Pushback
= loser is pushed back a base length/1”; winner can opt to fire
weapon at full RoF BUT allows either fighter to flee if they are
yet to activate.
“Locked in combat”
= winner follows up
the pushback; both sides
remained tied up in combat awaiting
the next activation of either.
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Ok that was fast. But the next section wasn't, as I struggled to work out weapon ranges that would give the right feel. It's not as important as the other bits, but probably ended up more complicated that I'd like...
#6. Weapons
The aim is to make a list of simple generic weapons and traits. Ranges and scale are not very ‘precise’ but I’m thinking
12” = ~100 yards or so? As long as weapons feel proportionate to each other, and to movement.
Damage:
9mm pistol or SMG = 4
10mm, .45ACP, 5.56mm = 5
7.62mm = 6
.300, .308, .338 = 7
.50 cal = 8
Target number can be increased (penalty) or decreased
(bonus)
Unarmoured human is 10TN
Light armour +1TN penalty (police
vest)
Medium armour +2TN penalty (SWAT
vest, neck protection etc)
Heavy armour +3TN penalty
(specialist, encumbering, bomb disposal/riot squad type)
Aimed single shot -2TN bonus (careful aiming for head/weak
point)
Weapon
|
Effective/Long
|
RoF
|
Damage
|
Traits
|
Pistol (9mm)
|
6/12
|
2/1Semi
|
4
|
CQC
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SMG/PDW (P90, MP5)
|
12/24
|
2/1 (3Auto)
|
4
|
Assault
|
Shotgun (Pump, semi)
|
12/18
|
1Pump
|
7/3
|
7/3 damage depends on range
+2TN bonus due to spray
Assault
|
Carbine/AR
|
24/-
|
2/1 (3Auto)
|
5
|
|
DMR/Battle rifle
|
30/-
|
2/1Semi
|
6
|
Bulky
|
SAW/LSW
|
24/-
|
4Auto
|
5
|
Bulky
|
LMG
|
30/-
|
4Auto
|
6
|
Heavy
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Sniper rifle .308
|
36/-
|
1Bolt
|
7
|
Bulky
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AM .50 Rifle
|
36/-
|
1Bolt
|
8
|
Heavy
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Size Traits
Bulky = +1TN penalty if move and fire, penalty in CQC
Heavy = may not move and fire, penalty in CQC, -1” move speed
Assault
– short,
agile weapon with grips or tights red
dot, means it is +1 to hit at close range (6”or less)
CQC – can be used without
penalty in CQC
RoF Traits
Bolt action – can fire one shot maximum at any range, but
+1TN penalty if moved
Pump – one shot maximum, but no movement penalty
Semiauto – can fire 2x rapid shots at effective range at
targets within 6” of each other, or 1x shot at long range
(2/1).
Auto (x) – can usually be used as (2/1) semi auto
mode, as well as suppressive mode, ‘x’ is the number of
to-hit rolls that can be allocated. There is a ‘to hit’
penalty due to spraying bursts of fire.
Attachment Traits
Sniper
Scope – if fire a
single shot, without moving, can reroll a miss at any
range beyond 6”;
makes weapon Bulky
4x/ACOG Scope – if fire single
shot, without moving, can re-roll a miss beyond 6” to effective
range – can use normally with no penalty
Bipod - if does not move, +1TN
penalty at long range instead of usual +2TN penalty. Gives weapons
Bulky if they do not have it elaready.
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Oops I forgot something! Probably should be back in #5!
#5-ish! Suppression & Morale
If a model
takes even a non-damaging hit; or is sprayed with suppressive
full-auto fire, it must make a Will check;
if it fails it is suppressed.
Effects
Suppression means a +2TN penalty to
activation rolls and combat (shooting, CQC) rolls.
Suppressed models may not leave
cover or (if in open) make any move that advances towards enemies
unless it ends with them in cover.
Suppression removes ‘overwatch’
status.
To remove suppression,
Must pass a Will test in the ‘clean
up’ stage of the turn or remains suppressed next turn.
This retains the +2TN penalty.
Simple Morale
Each mini is worth 1pt. Leaders and
special vehicles are worth 2pt.
Once half the force points is downed or dead, morale (Will)
test each model at the clean up phase and each subsequent clean up
phase when further injuries/deaths are sustained. If a model fails
the test, retreat at maximum speed towards the end of the
tabletop.
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I often upbraid other rules authors for doing a belated job with morale... but I just ran out of time (and if I use this for STALKER/Alien rules, I'll tack on a much more robust system.)
Phew, done. Saved $100. Now to test it out...