Fog' s Soldiers
free rules
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 rangesuppressed: 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