by Kenneth Van Pelt
Sci-Fight
3.75 Rules to Die By. Taken from the Internet and altered in the
Lions Den. November 2003.
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.
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 Roll4+ +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 squads morale is broken, the squad leader (if still alive) is still able to function, as long as they stay with the squad. Back to Table of Contents Penny Whistle #56 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 2004 by Lion's Den Publications. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |