SciFight 3.75

Sci-Fi Rules

by Kenneth Van Pelt

Sci-Fight 3.75 Rules to Die By.  Taken from the Internet and altered in the Lion’s Den.  November 2003.

SPV

Weapon Description

Maximum Effective Range

50% Range

Will Hit on

1D6=

No Armor

Class A.

Flak

Class B.

Plate

Class C.

Powered Battle

Class D.

Vehicle/

field

Area of Effect

1D6

Pistol/ Assault

12

6

3

4

3

2

2

N/E

1

1D6

Assault Rifle

36

18

3

5

4

2

2

N/E

1

1D6

Hvy. Assault Rifle

72

36

3

6

5

4

3

2

2D6

Assault Cannon

72

36

3

Auto hit

6

5

4

3

12”

3D6

Artillery

+/- Table

-

3

Auto hit

6

6

5

5

12” crater

 

 

 

 

 

 

 

 

 

 

 

1D6

Laser Pistol

48

24

3

6

5

4

3

2

1

1D6

Laser Rifle

72

36

3

6

5

4

3

2

1

1D6

Heavy Laser

72

36

3

Auto hit

6

5

4

3

2D6

Laser Cannon

96

48

3

Auto hit

6

5

4

3

12’’

3D6

Laser Artillery (space base)

+/- Table

-

3

Auto hit

6

6

5

5

12” crater

 

 

 

 

 

 

 

 

 

 

 

1D6

Shotgun

20

10

3

4

3

2

2

N/E

6” blast

2D6

Flamer

20

10

3

Auto hit

6

5

4

3

6 fire

1D6

Webber

20

10

2

5

4

4

3

2

6”web

1D6

Bolt Pistol

36

18

3

6

5

4

3

2

1

1D6

Bolter

72

36

3

6

5

4

3

2

1

1D6

Heavy Bolter

72

36

3

Auto hit

6

5

4

3

2D6

Bolt Cannon

96

48

3

Auto hit

6

5

4

3

12’’

 

 

 

 

 

 

 

 

 

 

 

1D6

Fragmentation

18

9

3

4

3

2

2

2

12

2D6

Concussions

18

9

3

5

4

3

2

2

6

1D6

Smoke

18

9

3

+2 to the to hit modifier

12

1D6

Gas/effect

18

9

3

-

-

-

-

-

12

1D6

Grenade Launcher

48

24

2

Roll to hit with all modifiers.  Figures caught in blast radius roll versus ammo type to see if your hit.

As per ammo

3D6

Missile Launcher

60

30

2

+1 to grenade ammo to hit. +1 to the needed save roll.

 

Modifiers To Hit 1D6+/=

+1 beyond 50% of range.

+1 Target is in soft cover

+2 Target is in Hard cover

+1 You are in a blast area (pinned)

-1 Marksmanship (per veteran level and above –3 maximum)

-1 You are a leader.

Movement and fire alternate.   Humanoid Move: 12    Move and fire: 6   Terrain can cause -50%

 

Vehicles Move 24 /½ in rough terrain.

 

HTH opposed roll loser dies.

1D6 + /Pistol+1 /weapon +1 +2 +3/ Commander +1/

Martial Arts +1 per seasoned troops and above. (+1-4)

Civilian 1          Recruit 2         Seasoned 3      Veteran 4         Elite 5               Hero 6             +1 Officer : Numbers are used 1D6 or less = success.

Marksmanship                                                  -1                     -2                     -3

Melee HTH      0                      +1                    +2                    +3                    +4                    +1

 

 

Grenades and Missiles that have a special effect quality.

 

Grenades and missiles that do not score a hit must be deviated with 1D6 for every 12 inches of flight or portion therof.

Plus a clock face 12D.

 

Fragmentation Grenades: these cause damage from small bits flying off the explosion and damaging material that it hits.  In this rules system they cause 1D6 chance of hit to all in the blast radius on a score of 3 or higher.

Fragmentation Missiles: Cause 2D6 chance of hit to all in the blast radius and the save modifier is increased by +1.

 

Concussion Grenades: these cause damage from intense explosive power.  In this rules system they cause 2D6 chance for a hit to all in the blast radius on a score of 3 or higher.

Concussion Missile: Causes 3D6 chance to hit to all in the blast radius and the save modifier is increased by +1.

 

Smoke: these cause a cover modifier to the chance to hit dice. In these rules they will cause +2 to the die roll for a hit (like hard cover).  Smoke will drift with the wind.

Smoke Missile is the same.

 

Gas: poisonous damage. These cause damage to unprotected breathing humanoids. Protected humanoids are unaffected.  In these rules they will cause damage on a to hit roll of three with a modified save roll of Heroic qualities only.  Figures in the blast area of gas roll 1D6 and are damaged on a roll of 3 or higher. Save would be: seasoned 6, veteran 5,6, elite 4,5,6 hero 3,4,5,6. Failed save causes death.  Gas will drift like smoke.

Gas Missile: will have a chance of injury on 2D6.  Saving modifiers will stay the same.

Hallucinogenic gas does not cause death but puts the figure affected into the control of the opposing side on that player next turn. Reroll saves at the end of the controlled figures actions to see if he remains affected by the gas.

 

EMP: pulse grenade that causes energy weapons to have a +2 to hit modifier.  Does not drift. 12” dia. of effect.

 

Vortex Grenade: 6” dia. Effected area is a warp storm.  Vortex moves randomly1D6 inches 1D12 direction.  Save verses heroic qualities to jump free from the effect.  Failed save causes loss of figure to the warp hole.

 

Hand to Hand weapons explained:

1D6 +

Pistol+1 any modeled hand gun will give this modifier

Weapon +1 +2 +3/  

+1 weapons include anything that looks like a knife or club  

+2 weapons are longer pole type weapons or swords.

+3 weapons are powered HTH like a saw blade or power axe.

Commander +1

Martial Arts +1 seasoned level and above. (+1-4)

 

Character Races Chart of Abilities and Special Qualities.

 

Race

Move

Quality 1D6

Typical Tactical TOE

Notes:

 

 

CIV

REC

SEA

VET

ELT

HERO

 

 

Imperial Guard

12”

1

2,3

4,5

6

 

 

10 figure squad, 1 or 2 special support weapons.

Flak Armor.

Space Marine

12”

 

1

2,3

4,5

6

 

10 figure squad 2 support weapons.

Powered Battle Armor

Eldar

12” Move/Fire: 10”

 

 

1,2

3,4

5,6

*

5 figure troop.  Multiple HTH or support weapons.

Field Effect Armor

Class D

Slann

12”

1,2

3,4

5

6

 

 

7 figure pods.

Webber/shotgun

Class B armor. Plate.

Ork

12”

 

1,2

3,4

5

6

 

10 figure squads,

1 or 2 support weapons

Flak Armor

Class A

Borg

12”

 

 

1,2

3,4

5,6

 

5 figure Adjuncts 1 support weapon, multiple HTH weapons

Class E Powered Armor.

On the base of the figure you may record the marksmanship modifier and the martial arts modifier in this order.

      Move

Marksmanship/Martial arts

  Armor class

 

Morale

When any squad has received greater than 50% casualties, that squad must roll on 1D6 for its morale/reaction at the end of that and each following turn.

Basic Number to Roll

4+

+2 if within 12” of company commander. (Designated prior to game as leadership unit).

-1 if unit leader is killed.

 

If the squad fails to make the required roll, that squad will not be able to move or fire until it makes a successful roll in a subsequent turn. However, even if the squad’s morale is broken, the squad leader (if still alive) is still able to function, as long as they stay with the squad.


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