Jump to content

Modern miniatures skirmish


bpmasher
 Share

Recommended Posts

I'm thinking Hero with miniatures for modern combat. Some of the stuff I've come up with for now, for miniatures skirmish combat using the Hero system rules:

 

Deployment movement. Characters move up to their normal movement allowances during pre-combat maneuvering. Turn length is variable, and actions can be taken normally using the Hero system turn sequence. Characters can use skills normally without combat penalties (defusing an IED for example), or establishing a overwatch when using sniper rifles or crew-served weapons.

 

Combat movement. Modern soldiers have to move in full kit during combat, under fire and using whatever cover they can find. Thus characters move in short bounds during combat, preferably from cover to cover. Take the normal movement values of a character and divide it with the number of phases a character can act in. This is the basis of combat movement allowance. Minimum movement is 1cm using quiet walking movement (1cm per meter of movement on the table) during a phase, moving stealthily and probably during close quarters combat inside a building. Clearing rooms safely inside buildings is slow going. Faster combat movement is simply the running distance divvied up by the number of phases a character has. This represents the quick dashes from cover to cover when in combat.

 

Overwatch. The offensive version of aborting to dodge when in combat. When a field of fire is established during pre-combat movement and deployment phase (or during combat using a full phase action, full turn when setting up a crew-served weapon), characters can abort their upcoming action to fire on a character that is moving in their line of sight.

 

Weapons stats. I used these calculations when coming up with damage by caliber and other weapon qualities: http://whitehall-paraindustries.com/Hero/Conversions/Firearms/rw_conversion.htm. I ignored the strength minimum given the fact that most characters are trained soldiers, and experts at using their weapons during combat. The armor multiplier rules are good and the main reason I used these rules. (M27 IAR: Armor Multiplier=0, Base Damage: 2d6 [5.56mm NATO], Armor Penetration Modifier: 0, Stun Modifier: 0, Per Mod: +4, CQB modifier:  -1, Range Modifier: +2, OCV: +1, ROF: 14 rounds per phase)

 

Blinds. Depending on the scenario, characters or groups of characters move under blinds until detected by a successful INT roll (sight, hearing, etc.). Movement during the deployment phase can be either hidden or in the "open" (a convoy of vehicles and soldiers). Detecting hostiles initiates normal combat, and all movement becomes combat movement. During combat, perception rolls are made when a direct line of sight can be contested (by cover, range, darkness or weather) and a perception roll is required by a character trying to spot a hostile.

 

Suppressive and automatic fire. Take a weapons rate of fire, divide it by the beaten zone of the fire (in 2cm increments) and you get the possible number of hits per every 2cm of beaten zone. One can assign each beaten zone a number of rounds (volume of fire) used to suppress that area. Suppressive fire lasts a number of phases limited by the ROF and magazine size of the weapon used (a 30-round magazine with ROF of 14, can cover beaten zones with a maximum of 14 rounds per phase, divide the ROF between beaten zones, or choose to fire less rounds into a given beaten zone. This allowance assumes a trained soldier with strict fire discipline. Untrained soldiers would most likely use the full ROF of the weapon to cover a beaten zone, trying to get hits on anything that moves). Characters that were taking offensive actions inside the beaten zone prior to the automatic or suppressive fire, must abort to get back in to cover, or take a possible hit. Possible hits are resolved like normal attacks, taking cover, movement, visibility and other factors into account, rolling once for each possible hit. Characters that try to take actions inside a beaten zone of fire, must take a Grace Under Fire test to be able to act, and risk getting hit by possible hits in the beaten zone.

 

That's it for now. I spend a couple of hours thinking things through and trying to fit Hero with some principles used in miniatures games that I know of. This should make Hero gameable with miniatures using small changes, and allows for relative realism in the end result.

Link to comment
Share on other sites

Pre-game preparation: While "buying" or creating a force, a side uses Character Points to recruit soldiers, vehicles, and weapons systems to be deployed during or before a battle. Using the points system, asymmetrical forces are easy to create and the sides should have similar chances of winning the skirmish.

 

Deployment continued: Before a meeting engagement or ambush, Tactics skills rolls are made by the highest ranking officers or leaders in a force, and the side that made the roll by the most can freely position blinds on the battle map by the relative amount of roll made, and determine the units that are positioned there. The side can also choose to move first or second depending on their plan.

 

During deployment, an ambushing side can assign a number of traps, IEDs or defensive weapons systems on designated points on the map, without having to mark them on the battle map, but making a note of them on his sides roster sheet. These weapons systems can be used to interrupt the opponents turn, while allowing the possible victims to make perception rolls before being attacked by hidden weapons.

 

Pre-combat deployment continues until a side chooses to initiate combat, or when a blind is detected by a successful perception roll. If only one side makes successful perception rolls or wins the initial Tactics skill roll and chooses not to initiate combat, the deployment phase continues normally until forces are positioned.

 

Character initiative: When using a large number of soldiers with similar stats, a player can decide which of their characters activate first, take actions with that character, and pass actions with the rest of their troops. Individual characters with higher initiative scores always come first before the "hordes" of similar infantry characters. Opposing sides' characters with same-phase actions and similar stats, roll a perception contest roll to determine which character goes first.

Link to comment
Share on other sites

Basic trained trooper:

 

Generic WW2 soldier template
============================

CHAR    VAL    ROLL

STR    10    11-
DEX    10    11-
CON    10    11-    
BODY    10    11-            
INT    10    11-
EGO     10    11-
PRE    10    11-

PD     2
ED    2
SPD    2    Phases: 6, 12
REC    4
END    20
STUN    20

 

OCV   3 
DCV   3

 

Deployment/Running (+2.5cm, cost 2)    18cm/30cm
Combat Movement (+2.5cm)        9cm/15cm

COST    SKILLS

2    KS: Military world     11-
2    KS: Wehrmacht/US Army history and customs    11-
2    PS: Wehrmacht/US Army    11-
3    Tactics        11-
3    WF: Small arms, Knives
3    Stealth     11-
3    Interrogation    11-
4    Contacts (4 points)

24

0    Fringe Benefit: Private



COST    CHOOSE

3    (Medic) Paramedics     11-
3    (Engineer) Demolitions     11-
3    (Engineer) Civil engineering    11-
5    (Gunner) Accurate Sprayfire  [Flat -1OCV using automatic/suppressive fire, ALL autofire: Full phase, half DCV)
5    (Gunner) Rapid Autofire    [Multiple bursts, -2OCV after the first, same amount of rounds to each target)


DISADVANTAGES                VALUE
Distinctive Features: Uniform        5
Hunted: Wehrmacht/US Army, watched    10
Subject to orders            20


Weapons

 

Equipment
 

Link to comment
Share on other sites

Last night I played a test session with these tweaks, and I decided to rework some things and add others.

 

Autofire needed work. The original way I wrote it would have needed too many dice rolls to be fun and quick during game play. So, suppressive fire is more like normal autofire. You still assign areas to fire upon during your action, and divide rounds along 2cm segments of terrain, but you can roll to hit when someone acts or moves in the covered area. The normal autofire rules are then used, along with any autofire skill modifiers you want to use, and assigning hits for every two points you make the roll by, to a maximum of assigned rounds per 2cm of ground covered.

 

Tactics rolls. A leader character can point out targets to less experienced soldier characters by rolling a successful tactics roll and using an action to give orders to other figures. This way soldiers do not have to succeed with perception rolls of their own, they effectively use the spotting skill of their officer.

 

Stun damage. Instead of using 6E standard stun multiplier of 3, I reverted back to 5E stun multiplier die rolls to speed up combat and make gunfire more dangerous to troops. A stunned character is effectively out of the fight if he is not a "special" individual like a leader.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...