|Setup of the game with the cargo flyer crash site in the centre|
|A couple of Scavengers advance towards some cargo and come under accurate fire from the Flyer's crew.|
|From another position other Scavengers provide some crossfire|
|The Mercs can be seen in the background advancing towards some of the cargo.|
|Other Merc gang members move up under cover behind the buildings|
The rules I am using are house rules. I have written them up as a first draft. Mainly so I can remember what I eventually decided upon. My rules notes have notes on top of notes, and when I return to them in a week or so, I will have forget which rules I rejected.
Some areas of the rules I have settled upon I have included as snippets in this battle report.
Sequence of play
The game is played in a series of turns.
Both players roll a D6 and the scores are used to determine which player activates a figures and the number of actions a figure can perform.
- If D6 scores are drawn, then the player who is in control gets to activate one of their figures with 1 action point.
- A player with a higher D6 score the get to activate one of their figures with 2 action points.
- If a player has a higher D6 score which is three time the other player’s D6 score, they activate one of their figures with 3 action points.
A turn ends when both players have had an opportunity to activate all their figures.
|Both gangs are firing at the crewmen|
|The Scavengers bring up their flamer|
|The crewman are eliminated...|
|...and the gangs turn their attention on each other.|
When a player activates a figure they get to perform a number of actions. Each action has an action point (AP) cost. A figure may not exceed their action points and cannot carry forward action points not used.
- Move (1 AP) - a figure can move 1 zone. A figure can move multiple times as part of their activation.
- Shoot (1 AP) - a figure can shoot their weapon. A figure can only shoot once in their activation.
- Reload (1 AP) - a figure can reload their weapon if out of ammunition.
- Aimed Shooting (2 AP) - a figure can take an aimed shot with their weapon. A figure can only shoot once in their activation.
- Pickup/Drop an item (1 AP)
- Throw a grenade (2 AP)
- Patch up a wound/damage (2 AP)
- Pinned/Recover from being pinned (1 AP)
- Close Combat (1 AP) - a figure already in the same zone as an enemy figure can move into base contact. Multiple close combat actions increase the D6 rolled.
Figures with a wound reduce their actions by 1 AP. (So a wounded figure requires 3 APs to recover.)
|Support fire from the Merc members in the vegetation kills one of the scavengers|
|The Mercs try and move in on some more of the cargo|
|Combat between the gangs is scattered as various members take their stolen cargo items back to their starting positions.|
|Fighting occurs over the downed flyer's wreckage|
|The Scavengers get the better of their opponent Mers|
|The Mercs break off the attack after losing more than 50 percent of their number|
Weapons have three ranges: short, long and extreme.
When shooting a player selects a single target figure in a zone which can be seen by the shooting figure.
- When shooting roll 2D6 at short range and 1D6 at long range.
- Aimed fire allows an addition D6 to be rolled. So a figure rolls 3D6 at short range, 2D6 at long range, and 1D6 at extreme range.
Shooting Results - After a shooter has rolled all their D6. Select the D6 with the highest score.
The target figure now has to roll 1 or more D6 to beat the shooter’s score.
All target figures roll a minimum of 1D6. They can add:
- 1D6 for wearing armour
- 1D6 for occupying a zone with cover.
- 1D6 for if they have "hit the dirt".
The target figure rolls all their D6. Then compare their highest scoring D6 to the shooter’s highest score.
- If the scores are equal the target figure is pinned.
- If the target score is less, then the figure is wounded.
- If the target score is less by a factor of 3, then the figure is killed.
Targets which receive 2 wounds are treated as killed.