Fog' s Soldiers

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FOG’ S FG-1, SCI-FI RULES

6mm, 15mm, 25mm

 

This is a set of fast play rules for battles in some sci-fi world.

One base represents a squad, a hover, walker, fighter, represents one vehicle. Three squads or three vehicle form a platoon.

Distances are for 6mm. For 15mm use a 3/2 scale and for 25mm use inches instead of centimeters.

Obviously written for fun!

 

Turn sequence:

initiative

¯

side A action (s)

¯

unsuccessful

¯

side B action (s)

 

Actions:

movement

offensive fire

defensive fire

loading-unloading infantry

rally

 

Movement:

   

ground

 

hover

         

infantry

 

5

 

--

light hover

 

30

 

45

medium hover

 

25

 

37

heavy hover

 

20

 

30

light walker

 

20

 

--

medium walker

 

15

 

--

heavy walker

 

10

 

--

fighter

 

--

 

60

 

 

 

 

Turns: up to 180°

movement cost to turn:

light hover

4

medium hover

4

heavy hover

4

light walker

1

medium walker

1

heavy walker

1

fighter

5

 

 

 

 

Turning conditions: a certain amount of movement on a straight line, ground/hover.

infantry

--

light hover

4/6

medium hover

3/5

heavy hover

2/4

light walker

1

medium walker

2

heavy walker

3

fighter

8

 

 

 

 

 

 

 

Terrain costs:

 

broken

wood

swamp

river

water

           

infantry

N

N

50%

STOP

--

light hover

50%/N

--/N

--/N

N/N

N/N

medium hover

50%/N

--/N

--/N

N/N

N/N

heavy hover

50%/N

--/N

--/N

N/N

N/N

light walker

10%

20%

30%

2

--

medium walker

15%

30%

45%

4

--

heavy walker

20%

40%

60%

6

--

fighter

N

N

N

N

N

-- impassable

percentage of movement to subtract to remaining movement capability

x/x ® ground/hover

N normal

x cm to subtract to pass through

STOP infantry must stop and start the next action

You can move a single squad or all unit’ s platoon as "unit movement".

 

 

Loading-unloading infantry.

Hovers may transport three infantry squad each.

Loading-unloading is an action and costs 2cm.

Defensive fire vs targets loading-unloading +1 dice.

 

 

 

 

 

Combat.

Offensive fire

Defensive fire

 

 

Range to hit:

infantry

14

light hover

18

medium hover

24

heavy hover

30

light walker

22

medium walker

34

heavy walker

42

fighter

32

 

To hit a 6 on a d6.

 

 

 

 

To hit dice (d6):

infantry

1

light hover

2

medium hover

3

heavy hover

4

light walker

3

medium walker

5

heavy walker

7

fighter

5

 

 

 

 

 

Modifiers:

wood

-2

broken

-1

swamp

-2

long range

-2

target hovering

+3

target loading-unloading

+1

Add to hit dice and subtract modifiers.

Crossfire: squads of the same platoon can add together their combat dice.

Long range is after 18 cm.

Defensive fire: when not in phase you can use it to aim at enemies in short range.

Target hovering doesn’ t count for fighters.

 

Save roll: hovers, walkers and figthers use a dice roll to save combat 6 received.

unit

# of save dice

   

light hover

1

medium hover

2

heavy hover

3

light walker

2

medium walker

3

heavy walker

4

fighter

3

Each save 6 eliminates a combat 6.

 

 

 

 

 

Combat effects:

# of 6

effect

   

1

pinned

2

suppressed

3

killed

 

pinned: no move, only short range

suppressed: no move, no fire

killed: squad eliminated

If twice suppressed the squad is killed.

If twice pinned the squad remains pinned.

If pinned and then suppressed the squad suppressed.

 

 

If an action of side A is unsuccessful the initiative passes to side B and so on.

 

 

 

 

Rally.

You need to spend action(s) to rally your pinned or suppressed squads

suppressed

¯ 1 action

pinned

¯ 1 action

good order

 

 

 

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