SciFi Company Action Rules

SciFi Company Action Rules (January 2017)

Introduction

These one page science fiction rules are a variation of the Tank on Tank WW2 ruleset from Lock ’N Load Publishing a downloadable set of wargame rules.

The rules use a 6 inch grid for movement and shooting ranges. Although this can be adjusted for table top and model size. I use 28mm models and a 6 foot by 4 foot gridded playing area. If you do not like using a grid, then translate a square to 6 inches or another measure to suit. 

Units

Units have the following factors:
  • Combat Range - used to determine range of attacks.
  • Armour - used in calculating the effects of attacks.
  • Speed - units are classified as normal, swift and fast.
  • Weapon Types - units can have multiple weapon types which influence attack results.

A unit size is normally 3-5 figures to represent a troop unit and 1 non-troop unit.

Typically a game will have 8 to 12 units.

Sequence of Play

The game is played in a series of turns. Each player takes turns at activating their units to move, shoot, assault, overwatch or promote leaders. Players get between 2 and 4 Action Points (knowns as APs) to spend per turn. 

At the start of the turn a player gets 2 Action Points (APs) to spend. Once used a score of 3+ on a D6 and they get another AP to spend. Once this third AP is spent, a 4+ on a D6 and they get a fourth (and final) AP to spend during their turn.

Then control is handed over to the other player.

Action Points

Action points (APs) are how a player orders their units to move, shoot, assault, take cover, overwatch or field promotions. 
It costs 1 AP to for:

  • A unit to move.
  • One or more units to attack at a single target.
  • A unit to take cover.
  • A unit to go into overwatch.
  • A field promotion of a veteran/henchman.
  • Organise a shaken unit.

APs can be used on these actions in any order. A unit may only perform up to 2 actions per turn. For example, it is possible for units to move as part of an AP and on a following AP to shoot.

There are limitation though. A unit cannot make any more activations once they engage in an attack, have gone into overwatch or taken cover.

Leadership

When a leader is activated for movement, all units in adjacent squares can also move freely. They do not have to end their movement with 1 square of the leader. A leader when being activated for movement may remain stationary and the order units move.

A player can have more than one leader in their force.


Field Promotion

Leaders are attached to units and during the course of a game they may be lost when their attached unit is eliminated. When this occurs a player may spend 1 AP and promote a veteran or henchman into a leadership role.


Movement

When a unit is activated to move it may move all or some of its movement allowance. 

  • A normal unit moves 1 square.
  • A swift unit moves up to 2 squares.
  • A fast unit moves up to 3 squares.
  • A flyer unit has unlimited movement.

Any unit moving into or out of a terrain feature can only move once during a turn.

Skimmer, hover and flyer units ignore terrain restrictions.

Terrain

Terrain features in most cases provide varying degrees of cover to units.

  • Buildings and Trees block line of sight, cannot be entered by vehicles, and provide cover.
  • Hills and Rocky Outcrops block line of sight and extend attack ranges by 1 square.
  • Rough terrain provides cover, but does not block line of sight.

Troop units in cover have an armour value of 10.

Attacks

Units can attack an enemy unit providing they are within range and have line of sight. An enemy unit may only be attacked once per turn.

Attacks can be either a single unit shooting or a primary unit attacking with supporting fire from a number of other units in range.

It costs 1 AP to select a target unit, regardless of the number of units involved in attacking it. First select the unit to be the primary attacker (normally the one with the best chance of success). Then roll 2D6 and +1 for each attacking unit if the score is equal to the target’s armour it is shaken (and place a marker) or if greater than the target’s armour the unit is eliminated.

A primary attacker if in an adjacent square to the enemy unit must move into the vacated area of an eliminated unit.

Troop units may only support an attack if they are in overwatch. Non-troop units may always support attacks. 

Line of Sight

Line of sight must be traced from an attacking unit to the target unit.

All units have a 360 degree field of fire.

Units can provide supporting attacks through friendly units only.

Units positioned on hills or occupying multi-level buildings can have a line of sight over units.

Troop Units

Troop units are represented by more than one model on the tabletop and in most cases will be the most numerous of units in a players force. When in terrain they have an armour value of 10.

Non-Troop Units

Non-troop units represent tanks and monstrous creatures on the tabletop. They are always represented by a single model.
Non-troop units are always considered to be in overwatch when it comes to supporting an attack.

Shaken Units

Shaken units cannot be activated until they are reorganised (which costs 1 AP). If shaken units are attacked, the attacker can re-roll the 2D6, but must accept the second result.

Weapon Types

Units can have one or more weapon types categorised as:

  • Assault and Close Combat Weapons (eg Rapid Fire and Living Ammunition) can re-roll 2D6 for failed hits against troop units only.
  • Power Weapons (eg Laser, Plasma, Melta weapons) can re-roll 2D6 for failed hits against non-troop units only.
  • Blast weapons can re-roll 1D6 of an attack against any unit type.
  • Flamers (including toxic weapons) ignore cover when attacking adjacent squares.
  • Ordinance Weapons do not require line of sight providing a friendly unit has line of sight.
  • Snipers double their range when attacking a unit with no supporting units in the attack.
  • Troop units take two hits to be eliminated. Any shaken results are treated as a hit.

Armour Factor

All units have an armour factor based on their armour and strength which if equalled they become shaken and if exceeded results in their elimination.

Veteran or Henchman

If a unit is lead by a Veteran or Henchman they get a free AP which must be used before a player runs out of APs. 
Veterans and Henchmen can be promoted to Leaders at a cost of 1 AP to replace eliminated Leaders. In the promotion they must forfeit their abilities.

Transport

Some non-troop units are able to transport troop units. Exiting a transport into an adjacent square requires an AP to be spent to disembark one or all units being transported.

If a transport is eliminated, then roll 2D6 attack for each transported unit as they bail out and are placed in adjacent squares.

Flyers

Flyers cost 2 AP to be placed anywhere on the tabletop and attack a unit.

Flyers may not provide supporting fire. Neither can supporting units be part of a flyer’s attack.

Overwatch

It costs 1 AP to place a troop unit in overwatch. When in overwatch a troop unit can provide support to attacks.

A unit ceases being in overwatch if they move or are shaken.

Psychic Powers

A psychic’s or psychic unit’s power determines their attack range. Master psychics has a range of 3 square down to a lesser psychic of 1 square.

To determine combat effects on the target unit roll 2D6 and always ignore cover. Psychic combat is always a single attack and supporting units are not permitted.

If a double 1 is rolled, there has been a mishap and the attacking psychic unit is eliminated. If a single 1 is rolled, the psychic is shaken.

As an alternative to combat a psychic can cause confusion in the ranks of an enemy unit. Roll 2D6 and on a score of 7+ the target unit is shaken.

2 comments:

  1. It had never crossed my mind to play Tank on Tank using WH40K / Epic 40K stuff. I shall have to give this idea a go!

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    1. I hope you get an enjoyable game(s) from them. So far I have found them fun and very quick to play with just a few modifications/house rules added. The psychic rule addition is still to be fully tested out. I like the tank on tank rules partly because they are very well written and laid out

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