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Modern Skirmish Rules Version 0.9

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The document outlines rules and statistics for a skirmish-style wargame, including movement, shooting, and combat mechanics.

Many different firearms are listed including assault rifles, sniper rifles, machine guns, submachine guns, shotguns, pistols and grenade launchers along with their specifications.

Special operatives can carry 5 equipment slots, regular troops 3 slots, and veteran troops 4 slots. A wide variety of weapons, gear and ammunition are listed that can be carried.

Modern ‘Terrorist Hunt’ Skirmish Rules

Type Distance Notes:


Walk/Climb 3”
Sneak/Crawl 2” +1” for running
Run 6” -1’ if previously sneaking/crawling
Sprint 8” 2x then rest
Vehicle 15”
Moving:

Shooting:
Roll 2D6 per shot, 4+ for Special Ops, 5+ for Other Veterans and 6+ for Others.

Weapon Short Range Long(+4)


Assault Rifle 12” 24”
SMG 9” 18”
Pistol 6” 12”
MG 18” 36”
Law/Grenade Launcher 15” 30
Sniper 24” 48”
Shotgun 6”(+1 to Damage Roll) 16”
Grenade Guess up to 10”, then roll 1D6 and Scatter Dice; Blast
Mortar Guess 24”- 98”, then roll 2D6 and Scatter Dice; Large Blast
RPG Kill Vehicle on D6 roll of 3-6

Modifiers:

Walking +1 Target in Hard Cover +4

Wearing Armour +1 Under Fire +1

Running +3 Full Auto +1

Serious Wound +2 Sniper Aiming(up to 6) -2

Sniper at Short Range +1 Aiming(up to 3) -1

Sneaking +1 Target Prone +1

Through Smoke +2 Attached Grenade Launcher +1

Target in Light Cover +2


Close Combat
Each combatant rolls a D6 per attack, the highest wins.

Modifiers:

Unaware Target(+2 on Wounds Table) -2

Special Ops -2

Multiple Attacks(Up to 3) -1

Wounds/Saves
Roll D6 per wound.

Roll Effect
1-2 Light Wound(No Effect); 2= Serious
3-4 Serious(+2 to Shoot); 2=Neutralised
5 Neutralised(Can only crawl); Next wound= Killed
6 Killed

Saves:

Light Kevlar 6+

Kevlar 5+

Spotting
Roll 2D6 to see if visible/hearable.

Distance Normal Reduced Poor Bad


1”-12” 2 3 4 6
13”-26” 3 4 5 7
27”-50” 4 5 6 8
51”+ 6 7 8 10

Modifiers:

Target Running -3 Target Sneaking +1 Target in Hard Cover +3

Target Walking -1 Target wearing Gille Suit +2 Target Prone +2

Target Firing -4 Night Vision Goggles(At Target Firing Suppressed


Night -4) +4 Weapon -1
Target in Light Cover +2
Bonoculars(-2 At Night) -4
Troopers
Special Ops can carry 5 slots, Others can carry 3 slots and Other Vets can carry 4 slots.

Equipment
Type Equipment Feed Ammo RO Slots
F
Assault Rifle AK47 Mag x 3 30 8 1
Assault Rifle AK74 Mag x 3 30 7 1
Assault Rifle M4 Mag 30 9 1
Assault Rifle M16/M16A3 Mag x 3 30 8/3 1
Assault Rifle Famas Mag x 4 25 10 1
Assault Rifle Steyr Mag x 2 42 8 1
Assault Rifle Scar-H Mag x 3 30 9 1
Assault Rifle FNC Mag x 3 30 8 1
Assault Rifle ACR Mag x 2 35 9 1
Assault Rifle L1A1 Mag x 3 20 1 1
Assault Rifle M63 Mag x 3 30 9 1
Assault Rifle G3A3 Mag x 3 20 8 1
Sniper PSG Mag x 3 5 1 1
Sniper Dragunov Mag x 2 10 1 1
Sniper Galil SR Mag x 1 20 1 1
Sniper SP66 Mag x 4 3 1 1
Sniper M21 Mag x 1 20 1 1
Sniper SSG69 Bolt Action(10) 1 1 1
Sniper(-1 Save) .50 Cal Bolt Action(10) 1 1 2
MG SGM Belt x 2 250 10 3
MG FG42 Mag x 4 20 8 1
MG RPD Belt x 2 100 8 2
MG MG42 Belt x 3 50 8 1
MG MG34 Belt x 2 250 8 2
MG Stoner Mag x 3 30 8 1
MG FN Belt 100/Slot 9 1+
MG M60 Belt 100/Slot 6 1+
MG 21E Belt or Mag x 2 100/Slot or 130 10 1+ or 1
Pistol WMKVI Cylinder(18) 6 1 1
Pistol MR73 Cylinder(18) 6 1 1
Pistol BHP Mag x 2 13 1 1
Pistol WPPK Mag x 2 7 1 1
Pistol WP38 Mag x 2 8 1 1
Pistol Tokagypt Mag x 2 7 1 1
Pistol MPM Mag x 2 8 1 1
Pistol HKP9S Mag x 2 9 1 1
Pistol PA-15 Mag x 2 15 1 1
Pistol B92SB Mag x 2 15 1 1
Pistol B93R Mag x 2 20 3 1
Pistol(-1 Save) IMIDE Mag x 2 9 1 1
Pistol SM1006 Mag x 2 9 1 1
Pistol G17 Mag x 2 17 1 1
Pistol G18 Mag x 2 20 6 1
SMG SZ-70 Mag x 2 40 6 1
SMG MP5 Mag x 2 30 9 1
SMG MP5K Mag x 3 15 10 1
SMG Sterling Mag x 2 34 6 1
SMG B12 Mag x 2 40 6 1
SMG UZI Mag x 2 32 7 1
Shotgun IM37 Pump(15) 5 1 1
Shotgun R870 Pump(21) 7 1 1
Shotgun M500ATP8 Pump(24) 8 1 1
Shotgun SPAS12 Pump(21) 7 1 1
Shotgun SPAS15 Mag x 2 6 1 1
Shotgun WM12 Pump 6 1 1
Shotgun AA12 Mag x 2 15 4 1
Shotgun Jackhammer Mag x 2 50 4 1
Grenade DM51 Single 2/Slot 1 1+
Grenade OD82 Single 2/Slot 1 1+
Grenade(Smoke/Gas) IN5SG Single 2/Slot 1 1+
Grenade Flash SG Single 2/Slot 1 1+
Grenade Launcher M79 Break 1/Slot 1 1+
Grenade Launcher M203 Attach 1/Slot 1 1+
Mortar Break 1/Slot 1 1+
RPG RPG Break 1/Slot 1 1+
Silencer Suppressor Attach 0
Extra Ammo(Double) 1
Radio 0
Explosives C4(Blast; Single 2/Slot 1+
Trapped or
Triggered)
Pistol Tazer Break(∞) 1 1
Flak Armour 1
Kevlar 2
Night Vision 1
Gas Mask 1
Binoculars 1
Gille Suit 1
Tripod(No Penalty for
Auto. Fire)

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