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1

FA ST A ND   DIRTY Version 3.1

Cr e d it s  Game Design & Development by Ivan SorensenWritten by Ivan Sorensen

Graphics & Layout by Steve GreenEditing by Charles Reynolds, Steve Green

A CKNOW LEDGEMENTS I want to thank my wife for her continued support, my friend Paulfor listening to my crazy ideas, my friend Daniel for his help withOpenOffice, and everyone out there who asked questions, offered

suggestions and helped me to make the game what it is today.A special thank you to Jon Tuffley from Ground Zero Games

http://www.groundzerogames.netfor his inspiration and help in the early years.

SUPPORT Fast and Dirty is a work in progress. I encourage you to visit

http://www.freewebs.com/weaselfierce from time to time and check for updates and new supplements.

Better yet, why not join the Yahoo Group

http://games.groups.yahoo.com/group/fastanddirtyand help shape the future of Fast and Dirty! Let me know how therules are working for you. I’m always interested in hearing from the

players and listening to any suggestions you may have that willimprove the game. And I’ll answer all of your rules questions too!

L e g a l No t ic e  Fast And Dirty is © 2006, 2007 by Ivan Sorensen.

 All Rights Reserved.This electronic book is copyright by Ivan Sorensen. It is offered to

the gaming public free of charge. Redistribution by any means is not

only allowed but encouraged, provided this is done free of charge.

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TA BLE OF CONTENTS 

INTRODUCTIONOverview 4New Players 4Miniatures 4Spirit of the Game 4

GETTING STARTEDForce Profiles 5

Quality 5Armour 5Resolve 5Traits 5

Game Units 6Tabletop Prep 6Scenario Creation 6Building Forces 7

Platoons 7Squads 7Weapons 8Command Squads 8Review 8Variations 8Enhancements 8

Limitations 9Options 9

PLAYING THE BASIC GAMETurn Sequence 10Squads and Actions 10Checking Resolve 10

Morale Tests 11Movement 12

Move 12Rush 12

Difficult Ground 12Coherency 12Close Assault 13

Determine Victor 13Determine Casualties 13Overrun 13

Shooting 14Fire Priority 14

Range 14Determine Fire Effect 14Allocate Hits 15Determine Damage 15

Under Fire 16Pinning 16

ADVANCED RULESCommand Response 17

Determine Command Response 17Direct Artillery Fire 17

Ranging In 17Determine Strike Effect 18Allocate Strike Hits 18Determine Strike Damage 18

Drop Troops 19Select Drop Point 19Determine Drop Success 19Scatter 19

Exceptional Troops 19Fire Teams 20Fortifications 20Heavy Weapons Teams 21Indirect Artillery Fire 21

Determine Timing 21Determine Accuracy 21Determine Strike Effect 22Allocate Strike Hits 22Determine Strike Damage 22

 Jet Packs 23Leaping 23Bounding 23

Last Stand 23Non-Combatants 23Officers 24Personalities 24Power Armour 25Recover Wounded 26

Forming Aid Teams 26Determine Recovery 26Leave No One Behind 26Moving Wounded 26

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Sentry Guns 27Smoke Grenades 27Snipers 28

Determine Clear Shot 28Determine Fire Effect 28

Allocate Hits 28Determine Damage 28Traits 29

Arial 29Agile 29Assault Troops 29Berserk 29Bug Hunter 29Crusader 29Demonic 29Elusive 29

Fanatic 29Fearless 29Flyer 29Goon 29Grizzled 29Hardened 29Hero 29Hivemind 30Holy (Item) 30HQ 30Infect 30

Infiltration 30Legend 30Recon 30Regenerate 30Relentless 30Save 30Shock Troops 30Slow 30Stealth 30Swift 31Tank Hunter 31

Terrifying 31Tough 31Unholy (Item) 31Villain 31Zombie 31

Vehicles 32Types 32Armour & Crew 32

Movement 32Vehicles as Transports 33Firing Vehicle Weapons 33Effect on Morale 33Shooting at Vehicles 33

Determine Fire Effect 33Determine Penetration 34Determine Damage 34Destroyed Vehicles 34

Close Assaulting Vehicles 35Nerves of Steel 35

APPENDICESForce Building Tutorial 36Reference Tables 40Weapons Tables 41

OPTIONAL RULESGreater Variety 9Card Activation 10Losing Heart 11Variable Movement 12Hit Allocation 15Crossfire 16

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INTRODUCTION 

OV ERV IEW 

Fast and Dirty was designed to provide a quick,uncomplicated, yet realistic game system forsmall unit modern day, near future and sci-fiskirmish combat.

Each player will field a small force, rangingfrom a few squads to a reinforced platoon withsupport elements, including heavy weapons,artillery, even a vehicle or two.

Though the system is easy to learn and play,this doesn’t mean the game is lacking details.In fact, there are actually three levels of play.First you will learn the Basic Game, whichprovides all the core rules necessary to headoff into battle. Then, as you become familiarwith the system, you might want to considerusing some of the Advanced Rules, which willadd more depth to your gaming experience.Finally, there are a number of Optional Rules which you can incorporate into your games toadd even greater detail. The choice is yours.

The game comes with a background history(set in the 22nd century) and force listings forthis setting, but you are free to devise yourown worlds and forces. Fast and Dirty is ageneric system, specifically designed to workwith a wide array of settings and miniatures.

NEW PLA Y ERS 

Players new to the game should start small,with 2 or 3 identical squads on each side, usingonly the Basic Game rules for moving, shootingand assaulting. No heavy weapons, artillery orvehicles. Then, as you get more comfortablewith the system, you can add more forces tothe mix, and begin to experiment with some of the Advanced and Optional rules.

MINIA TURES 

Fast and Dirty was designed for use with anyline of miniatures ranging in size from 15mmto 28mm. Figures should be based individually.Each one represents a single soldier or piece of equipment.

Ground scale is considered relative, with an eyetowards making the game playable on smallerplaying spaces - a 4’ x 4’ table is all you need.

SP IRIT OF T HE GA ME 

By assuming certain basic military principlesthat do not change much over time, such astroop morale, motivation, experience and basicranged combat, these rules are an attempt tocreate a system that will serve just as well forfire fights today as those far off into the future.

No attempt was made to create “official” armylists or point systems, and these rules areprobably not suited to tournament style play.

The rules can’t cover every situation, and therewill be times when you need to use commonsense and good sportsmanship to establish anoutcome that will be enjoyable for both sides.

So play for the fun of it … you won’t regret it!

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GETT ING STA RTED 

FORCE PROFILES 

Forces used in Fast and Dirty are presentedusing a common template or profile. Thisprofile is used to describe the units and detailtheir game values. A sample is shown below.

Unit Name Orbital Marine Recon

Quality Regular

Resolve Steady

Armour  Light

Traits Stealth

A profile contains the following:

Unit Name: This simply identifies the unit inquestion. Examples include Light Infantry,Assault Marines and Star Guard; you arelimited only by your imagination.

Quality: Think of this as a combination of training, competence and experience. Thereare four levels of quality:

Õ Rabble – These units are poorly trainedand inexperienced.

Õ Conscript – These are reasonably welltrained and usually experienced units

Õ Regular – Highly skilled and effectiveunits.

Õ Elite – The best of the best, typicallyreserved for Special Forces.

The overall quality of a unit will determine anumber of key factors, including how spreadout they may become and remain a viable force(Coherency), how selective they may be whenchoosing a target (Fire Priority), how accuratethey shoot (Ranged Combat), and how wellthey fight in hand to hand (Close Assaults).

Resolve: Relates to how dedicated the unit is toachieving the mission on this particular day.Unit resolve can be:

Õ Reluctant – These units are fightingunder duress, and given the slightestreason or opportunity, will probablyleave the field

Õ Uncertain – Circumstances have madethese units hesitant to fight and unsureof their chances to win.

Õ Steady – These units have a job to doand the will to get it done.

Õ Determined – These units put success of the mission above personal risks.

This value will determine the casualties that aunit may suffer before it breaks, which triggersa morale check.

Armour: Represents the type of body armourworn by all the members of the unit (or thenatural armour of alien creatures). Valuesinclude None, Light, Improved, Heavy, Light

Power and Heavy Power armour.Character Traits: These are a feature of theAdvanced Rules. They are designed to allowplayers to custom tailor their forces to matchthe figures being used, and create the gamingbackgrounds they prefer.

There are dozens of traits, including Agile,Berserk, Elusive, Fanatic, Fearless, Grizzled,Hero, Legend, Regenerate, Swift, Terrifying,Tough … even Zombie!

See Traits (on page 29) for complete details.

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GAME UNITS 

In the real world, individual soldiers seldomenter battle on their own. They are organizedinto small groups and trained to operate as

such. The names of these small units varydepending on the nation and the year, andinclude terms such as Fire Team, Section andSquad. For the sake of simplicity, however, wewill refer to these organized groups of soldiersas units or squads throughout these rules.

Players will take turns activating individualunits. Infantry squads, heavy weapons teams,snipers, officers and vehicles each count as asingle unit. If the scenario includes on-board

artillery, these also count as individual units.

TA BLETOP PREP 

Be it a cluster of buildings at a crossroads, ahilltop vantage point, a key bridge, or aclearing where the extraction craft can land ...if you can imagine it, it can be fought over.

Many gamers like to start with terrain, thencreate a scenario that fits the surroundings,

then build forces to accomplish that mission.You may, of course, have a different approach.

A good rule of thumb is “The more terrain themore enjoyable the game.” To get you started,here are some ideas for terrain, based on thegeneral location of the upcoming battle:

Õ Defensive: Bunkers, sandbag weaponspits, trenches, barbed wire, mines.

Õ Rural: Small clusters of a few buildings,roads, rock walls, rivers, bridges, crops,forests, swamps, ponds.

Õ Urban: Lots of buildings, roads, fences,rivers, bridges, plazas, fountains,statues, scattered trees, parks.

And don’t forget large bodies of water. There’sno reason a table edge couldn’t be the banks of a wide river, or the shore of a lake or ocean.

SCENARIO CREA T ION 

From scenes inspired by your favourite movies,to gaming classics like meeting engagements,surprise attacks, and patrols, Fast and Dirty

was designed to support the mission.

There will be a detailed scenario supplementreleased in the future, but for now, here are afew ideas to help you craft your own scenarios:

Ambush: The Defender deploys in the middleof the board, in a 1’ x 4’ zone. The Attackerdeploys within 6” of two opposing board edges.The objective is to defeat the enemy. Forcesare roughly equal.

Bottleneck: The Defender deploys in themiddle of the board, in a 2’ x 2’ zone, defendingas key feature (bridge, HQ, etc). The Attackerenters from any one board edge. The objectiveis to capture the key feature and hold for a setnumber of turns. Forces are roughly equal.

Defensive Line: The defender deploys alongone table edge, in an 18” x 4” zone. At least50% of his forces are in bunkers, trenches, andother fortified positions, and this may includebarbed wire and mines. The attacker deploysin a 6” x 4’ zone on the opposite table edge.The objective is for the attacker to destroy atleast a portion of the defensive positions andexit half their initial strength of the enemytable edge. The attacker receives 50% moreforces than the defender.

Drop Zone: Similar to Bottleneck, but theAttacker deploys his forces from the air. Theattacker receives 25% more forces than thedefender.

Meeting Engagement: Both players deploy in a1’ x 4’ zone along opposite table edges. Theobjective is to defeat the enemy. Forces areroughly equal.

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Finally, roll 1d6 on the following table, once foreach squad in your force, to determine theirArmour:

SQUAD ARMOUR

1 None2-5 Light

6 Improved

Weapons: The makeup of basic squad weaponswill also vary between nations, but within aforce, will usually remain constant.

Each player rolls 1d6 on the following table todetermine the basic squad weapons for ALL squads in your force (see the Weapons Tables

on page 41 for a complete listing of weaponsavailable in the game):

SQUAD BASIC WEAPONS

1-2 Low-Tech Rifles

3-4 Assault Carbines

5-6 Assault Rifles

All members of the squad receive the weaponrolled, except one. That individual carries the

squad support weapon. To determine thenature of this weapon for each squad in yourforce, roll 1d6 on the following table:

SQUAD SUPPORT WEAPONS

1 Flamethrower 

2-4 Squad Automatic Weapon

5-6 Grenade Launcher 

Command Squads: Each platoon comes with a

command squad. This squad consists of oneplatoon leader, and three regular soldiers.These squads are automatically considered tobe Regular, Steady, and wearing Light Armour,and armed with the same basic weapons asregular squads (but no support weapons).

Review: By this point, both players haveformed the core of their forces. You know thenumber of platoons, the number of squads inthose platoons, the strengths of the squads,their characteristics, and their weapons. All

die rolls have been in the open, since this is thesort of intel that any force would know abouttheir enemy.

But from this point on, the selections should bemade in private, and only revealed at the end.It is now time to customize your forces!

Variations: Each player is allowed to chooseone of the following variations and apply it totheir force:

Õ Assault Troops: All squads replace theirbasic weapons with Submachine Guns,and receive the Assault Troops trait.

Õ Energy Weapons: Any number of squads may swap one support weaponfor a Plasma Rifle.

Õ Heavy Rifles: One basic squad canreplace all weapons carried (includingsupport weapons) with Gauss Rifles.

Õ Human Wave: All of your basic squads

may trade in their support weapon forthree additional regular soldiers.

Õ Improved Command: All of yourcommand squads receive 2 additionalsoldiers, and are issued heavy armour.

Õ Local Militia: Any number of squadsmay drop their quality level by one, togain the Agile trait, and have theirResolve increased by one.

Õ Lone Leader: Replace all commandsquads with a single platoon leader.Add 1 regular soldier to all other basicsquads.

Õ More Support: Any of your basic squadsmay swap two regular soldiers for anadditional support weapon.

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Enhancements: Players may now choose oneenhancement per platoon. All platoons canselect the same enhancement:

Õ Firepower: Add 1 additional supportweapon to every basic squad. Roll once

to determine which weapon youreceive.

Õ Heavy Troopers: Any 2 squads areissued heavy armour.

Õ  Improved Intel: The player receives a+1 modifier to rolls to determine whoactivates first, until an activation rollcomes up a natural 1.

Õ Longer Range: All squad basic weaponsreceive a range bonus of + x1.

Õ Manpower: Add 2 soldiers to everybasic (non command) squad.

Õ Recon: You receive a bonus squad of 5soldiers, classified as recon troops. Rollfor their Quality, Resolve and Armour.

Õ Urban Assault: 2 soldiers in everysquad may swap their basic weapon forassault shotguns.

Õ Veterans: Increase the Quality Level of one squad by one level.

Limitations: Players must now choose onelimitation per platoon. Note that you cannotchoose a limitation for a platoon that directlyaffects an enhancement (for example, youcannot select Under Strength if you pickedManpower as an enhancement).

Õ  Inflexible: Squad Coherency is now 2”regardless of individual quality ratings.

Õ  Inexperienced: Decrease the QualityLevel of two squads by 1 level.

Õ Militia: One squad is downgraded to

Rabble, and wears no armour.Õ No Grenades: All squads receive a -1

penalty to close assault rolls.

Õ Shorter Range: All squad basic weaponsreceive a range penalty of - x1.

Õ Under Gunned: Remove one supportweapon from any two squads.

Õ Under Strength: Remove one soldierfrom each basic squad.

Õ War Weary: The Resolve for two squadsis reduced by 1 level.

Optional – Greater Variety RulePlayers who want even more variety withtheir forces may use the following rules:

Squad Leaders: Experience in war paysdividends on the battlefield. Roll 1d6 foreach squad leader. If the result is a 1 or 2the leader is “inexperienced”, and thesquad suffers a -1 penalty to Morale Tests.If a 3 or 4 the leader is “experienced” andreceives no bonus or penalty. If a 5 or 6 the

leader is a “seasoned veteran”, and thesquad earns a +1 bonus to Morale Tests.

Heavy Weapons: If the Heavy Weaponsadvanced rule is used, each player receivesone heavy weapons unit per platoon. Roll1d6 per platoon. If the result is a 1 or 2, theweapon is a Light Auto Cannon, if a 3 or 4,the weapon is a Light Chain Gun, if a 5 or 6,the weapon is a Heavy Machinegun.

Artillery Support: If Indirect Artillery Fire

is used, each player receives one off-boardartillery unit. If the scenario has beenchosen, and there is a definite “attacker”and “defender”, the attacker receives oneadditional unit. Roll 1d6. If the result is a 1or 2, the weapon is a Light Mortar, if a 3 or4, the weapon is a Light Cannon, if a 5 or 6,the weapon is a Medium Cannon. 

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PLA Y ING THE BA SIC GAME 

TURN SEQUENCE 

During a game turn, players will take turnsactivating their squads. First player A activatesa squad, and then player B activates one.Players alternate in this fashion until everysquad has been activated.

If a player runs out of squads, his opponentmay activate any remaining squads one at atime. This way, every squad gets one chance toact each game turn.

To determine who goes first each turn, simplyroll 1D6 each; highest roll moves first. On adraw, the side that lost initiative last turnmoves first this turn.

Optional – Card Activation Rule

Players can make a deck of cards, one cardfor every squad in the game. Shuffle thecards, place it face down on the table, andturn them over one at a time. When a

squad's card is drawn, the squad activates.When the deck is exhausted the turn ends.Shuffle the deck and begin the next turn.

SQUA DS AND A CT IONS 

Each time a squad is activated, determine theircurrent status by Checking Resolve. If they areunbroken, the squad may perform one of thefollowing Actions:

Õ Engage the Enemy – the unit can Move,and then either Close Assault or Shoot.

Õ Move Out - the unit can Rush to get intoposition. 

Õ Command (Advanced Rules) – the unitcan Shoot, and then Recover Wounded or call for Indirect Artillery Fire.

CHECK ING RESOLV E 

It is rare for all units to enter a fight with thesame level of determination to win. Losses orearlier defeats may instil a lack of confidencein leadership, making the troops reluctant oruncertain in their abilities. Likewise, priorvictories in the war, or unrestrained zeal forthe cause may make some units confident intheir abilities and determined to win.

These levels of fighting spirit are known as

Resolve. They are assigned to every unitbefore the start of the game, based on thedesires of the players, the nature of the army,the type of scenario being fought, etc.

Their function is to determine how manycasualties (dead or wounded) a squad cansustain before they break.

When a squad is activated, check theirdedication by comparing current casualtylevels to their Resolve on the following table:

RESOLVE TABLE

Reluctant 1 casualty

Uncertain 25% of original size

Steady 50% of original size

Determined 75% of original size

If casualties equal or exceed the level shownthe unit is Broken, and must immediately take

a Morale Test to determine how it may act thisturn. Note that in the Advanced Rules it ispossible to Recover Casualties and restore asquad to above the breaking point.

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MORA LE TESTS 

To resolve the Morale Test roll 3d6 (do NOT add them together), and note how many diceequal or exceed the Quality Level of the unit, as

shown on the table below:

QUALITY LEVEL

Rabble 5+

Conscript 4+

Regular  3+

Elite 2+

If two or more dice succeed, the squad rallies,becomes unbroken, and may act normally thisturn.

If only one die is a success the squad remainsbroken and must fall back, unless they are incover AND have no enemy within 8”. If theymove, it must be away from the enemy. Theymay not initiate a Close Assault, and if theychoose to Shoot they will suffer a -3 penalty totheir Fire Effect roll.

If no dice succeed the squad immediately routs,

disintegrates or surrenders. In any case,remove the figures from play.

Note that the effects of morale override anyother psychological effects (such as LeavingWounded Behind), except for being Pinned.Troops that are Pinned will remain so, refusingto budge.

Optional – Losing Heart (Recommended)

While a force may start a fire fight in highspirits, heavy resistance and casualties canswing things the opposite way. Checkingthe Resolve and taking Morale Tests appliesonly to individual units. This optional ruleapplies to the army as a whole.

Once an army has sustained at least 50%losses*, the force will begin to Lose Heart,and the Resolve for all units willpermanently drop by one level.

Once an army has sustained at least 75%losses*, the force is considered decimated,and the Resolve for all remaining units willpermanently drop by one more level.

Any Reluctant unit required to lose anotherlevel of Resolve is automatically eliminatedinstead.

* Losses relate to the overall total numberof independent units eliminated from play.So squads, heavy weapons teams, snipers,officers and vehicles each count as a singleunit. If the scenario includes on-boardartillery (perhaps in a pillbox), or other“hard target points” such as bunkers,bridges and radar stations, players maywish to assign these “unit” status forpurposes of determining army size.

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MOVEMENT 

There are two forms of movement in Fast andDirty, a standard Move and a hurried Rush.

Move: This generally represents a cautiousadvance while squad members make use of available cover, but it can also be used tocharge into Close Assault.

If you move a unit, each member of the squadmay move up to its maximum allowed distance(which for most infantry is 6”), subject to rulesfor Coherency. If moving into Close Assault,squad members gain a +4” charge bonus. Aftermoving, figures can face in any direction.

Rush: Rushing represents a determined dashor desperate sprint. The object is to cover asmuch ground as possible as quickly as possible,without regard for what the enemy is doing.

When rushing, rules for Coherency still apply,but the movement rate of the unit is doubled.

Optional - Variable Movement Rule

Players who prefer movement to be more

unpredictable may instead use a basicmovement rate of D6+2. Make a single rollfor each unit and apply that rate to everyfigure in the squad that turn. Rushing addsan additional D6+2 to their movement rate.

When using this rule players should declaretheir movement intent prior to making theroll. For instance, “This squad will attemptto rush across the road to that brick wall.”Regardless of the die roll, the unit musthead towards their stated objective. Thismeans that if you take risks, sometimes aunit will be caught in the open!

DIFFICULT GROUND 

Most troops can handle open range, rollinghills, city streets, low walls, shallow streamsand light woods with ease. But some terrain

will provide a challenge to movement. Thismight include deep streams, thick and tangledvegetation, high walls, rocky patches, andswamps. This is referred to as Difficult Ground,and it is up to the players to decide whichterrain elements in the game will be classifiedas Difficult Ground, and for which troops.

While moving through Difficult Ground, allmovement costs are doubled. Thus, to cross adeep stream that is 3” wide will take 6” of 

movement.

COHERENCY 

During movement, members of a squad can bespread out in any way you please, so long asthe gap between squad members does notexceed the allowable distance below:

COHERENCY TABLE

Rabble 2”Conscript 3”

Regular  4”

Elite 5”

Note that “Recon” units gain +1” to theircoherency, and units wearing power armouralways have a coherency of 6”, regardless of their unit type or quality.

If coherency is broken for any reason, thesquad must make every effort to restore a legalcoherency. As an exception, however, if thesquad does not move at all, it is not forced todo so. It is assumed that everyone in the unithugs the ground and stays where they are.

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CLOSE A SSA UL T 

To close assault, a unit must move so that atleast one squad member is in base contact withan enemy figure. Once that happens, the two

squads are considered to be engaging in handto hand combat. Note that a unit gains a +4”charge bonus to initiate a close assault, andthat players may pre-measure the distance tosee if the target is within range.

Once a close assault is declared, the defendingsquad is allowed a free shot at their attackers.The range will be from where the assaultingunit starts. Do not place Under Fire or Pinnedmarkers for this, however, as the assaulting

troops will be way too psyched up to care!

Determine Victor: To resolve the close assaulteach player rolls 2D6 (for squads), or 1d6 (forindividuals), picks the highest result (do NOT add them together), and adds any modifierswhich apply. The highest total wins combat(note that a draw is possible).

CLOSE ASSAULT MODIFIERS

Lacks Grenades - 2

Charging +1

Better Armour  +1

Outnumber Enemy * +1 per extra figure

Higher Troop Quality +2 per level

Wearing Power Armour  +3

Trait Bonus See Traits

* Count only those figures in the squad whichare in base contact or within line of sight of the

enemy squad.

Determine Casualties: Both players now roll1d6 for each friendly figure and consult thetable below. Only roll for those figures whichare in base contact or within line of sight of theenemy. If the roll is equal to or greater than

the kill number shown, one enemy figure isremoved as a casualty.

KILL TABLE

Player Won Enemy Killed on 3+

Draw Enemy Killed on 4+

Player Lost Enemy Killed on 5+

Any survivors on the losing side must now fallback 6”. On a draw, each squad falls back 3”.

Note that troops wearing power armour maynegate any kill suffered on a d6 roll of 5+. Theyalso receive two rolls each on the Kill Table.

Overrun: If either side scores twice or morethe total score of the other, an Overrun occurs.This means the losing squad is completelywiped out (no need to roll for their casualties).The losing player still rolls 1d6 for each enemyfigure, but a casualty is only caused now whenrolling a 6.

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SHOOTING 

Squads shoot as a unit, resolving most fire witha single dice roll. Basic weapons such as rifles,pistols, Squad Automatic Weapons (SAWs),

grenade launchers and similar are included inthe fire effect of the squad, and are not rolledseparately. Heavy weapons, snipers andofficers (Advanced Rules) fire individually.

Before shooting can be resolved, the firing unitmust check to ensure the target selected meetsFire Priority and Range requirements.

Fire Priority: When selecting which enemyunit within line of sight to fire upon, a squad

has a limited number of valid targets to choosefrom. This is based on the Quality Level of theshooting unit, as shown in the table below:

FIRE PRIORITY TABLE

Rabble 1

Conscript 2

Regular  3

Elite 4

The table lists the number of units, startingwith the closest enemy unit first, from whichthe shooting squad can select ONE to target.For example, a Regular squad may fire at anyone of the three closest enemy squads.

Range: The Quality Level of a squad will alsodetermine its Base Range. This reflects thattroops with better training are more effectivewith their weapons at greater distances.

BASE RANGE TABLERabble 2”

Conscript 3”

Regular  4”

Elite 5”

Every weapon has a range multiplier. Todetermine the close range of a weapon,multiply the Base Range of the unit by theweapon’s Range Multiplier. Medium range isup to double close range, and long range is up

to triple close range.For example, a Regular squad (base range 4”)armed with assault rifles (range multiplier x5)can fire their weapons out to 20” and be inclose range, from 21 to 40” they are at mediumrange, and 41 to 60” they are at long range.

See the Weapons Tables (on page 41) for acomplete listing.

Determine Fire Effect: To resolve shooting roll

2D6 (for squads), or 1d6 (for individuals), pickthe highest result (do NOT add them together),and add any modifiers which apply:

FIRE EFFECT MODIFIERS

Target at Long Range - 4

Shooter Broken - 3

Shooter Under Fire or Pinned - 3

Target at Medium Range - 2

Target is Concealed Sniper  -2Target Under Fire or Pinned - 1

Every 3 Riflemen +1

Rabble in Open Terrain +1

Shooter Regular  +1

Each SAW +2

Shooter Elite +2

Target Bunched Up* +2

Target Non-Combatant +2

Target at Base Range +2

Trait Bonus See Traits

Weapon Bonus See Weapons 

*Squads are considered Bunched up if three ormore squad members are less than 1” apart.

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The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the enemy unit.

FIRE EFFECT TABLE

Target Not Concealed 3 PointsTarget Partially Concealed 4 Points

Target Behind Hard Cover  5 Points

Allocate Hits: Hits are always assigned to thoseenemy figures closest to the shooting squad.For example, if three hits are scored, the threeclosest enemy figures receive those hits.

Optional – Hit Allocation Rule

Players who wish may choose instead toallocate hits randomly, or simply allow theplayer of the targeted squad to select thefigures hit.

Determine Damage: For each hit, it is necessaryto determine the nature and extent of anywounds inflicted.

The attacker rolls 1d6 and adds the highestdamage rating of the firing weapons. If a squadhas been reduced to one or two models, theycannot produce the same volume of fire andsuffer a -1 penalty to their roll.

SQUAD SMALL ARMS DAMAGE

Handguns +0

Low-Tech Rifles +1

Submachine Guns +1

High-Tech Rifles +2

Assault Carbines +2

Assault Rifles +2

Gauss Rifles +3

HEAVY & SPECIAL WEAPONS DAMAGE

Chain Guns +2

General Purpose MG +2

Sniper Rifle +3

Heavy MG +4

Rail Guns +4

Auto Cannons +6

The defender rolls 1d6 and adds the ArmourRating of the targeted squad.

ARMOUR RATINGS

None -2

Light +0

Improved +1

Heavy +2

Light Power  +4

Heavy Power  +6

Trait Bonus See Traits

If the attacker scores less than the defendernothing happens. The rounds were either anear miss, or only inflicted a superficial wound.

If the attacker scores equal to or greater thanthe defender, the target figure is eitherincapacitated or killed outright. Either way,remove the figure from play.

If the Recover Wounded advanced rule is used,a figure is only killed when the attacker scoresthree or more points higher than the defender.If the attacker scores equal to, or one or twopoints higher than the defender, the targetfigure is only wounded. This can be indicated

by placing a suitable marker next to theinjured figure, or laying the figure down.

Wounded figures are out of action. Theycannot move or fight, and if wounded againthey are killed and removed from play.

See Recover Wounded (on page 26) for therules on dealing with wounded troops.

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UNDER FIRE 

When a squad is shot at, place a marker next tothem to indicate they came under fire. Unitsunder fire operate less efficiently because they

are more concerned with self-preservation.

While the Under Fire marker is in place, thefollowing penalties apply to the squad:

Õ The squad suffers a -3 penalty to FireEffect rolls.

Õ The squad suffers a -2” penalty to Move.

Õ The squad may only Rush if it stays incover, is rushing to get into cover, or tofall back from the enemy.

Under Fire markers are removed from a unitafter their next activation, so a unit so affectedwill suffer the effects for one turn.

While the marker is in place, any additionalfire targeting them will suffer a -1 Fire Effectpenalty. The squad is considered to be takingextra precautions regarding cover.

Optional – Crossfire Rule

If a squad is fired upon in the same turn by

two enemy units which are approximately180 degrees apart, the squad must take animmediate Pinning Test. Roll 1d6 andcompare the result to the Quality Level of the targeted unit. If the result is equal toor exceeds their level, the unit remainsUnder Fire. If the result is less than theirlevel, the squad becomes Pinned.

PINNING 

Occasionally, a unit may experience incomingfire above and beyond the norm for a typicalbattlefield. Examples include an especially

intense artillery barrage, extremely large unitspouring forth a hail of fire, and massive bunkeror vehicle weapons coming to bear.

For these and similar extreme situations, asimple Under Fire marker will not do. If anyFire Effect roll exceeds the values given for thetargeted troops, the target is Pinned instead.

PINNING FIRE EFFECT TABLE

Rabble 10

Conscript 12

Regular  14

Elite 16

Units wearing power armour add +2 to theirpinning level.

While the Pinned marker is in place, thefollowing penalties apply to the squad:

Õ The squad suffers a -3 penalty to FireEffect rolls.

Õ The squad cannot Move or Rush, even if they become Broken and are expectedto fall back.

Õ The squad cannot initiate Close Assault.

Pinned markers are removed from a unit aftertheir next activation, so a unit that is Pinnedwill suffer the effects for one turn.

While the marker is in place, any additionalfire targeting them will suffer a -1 Fire Effectpenalty.

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A DV A NCED RULES 

This section contains rules that enhance gameplay and provide a deeper and more realisticbattle, but at the cost of added complexity.

Feel free to pick and choose those rules whichsuit your individual needs (and scenarios).

COMMA ND RESPONSE 

In the thick of fighting, units do not alwayshear or obey new orders. They don’t have theluxury of a perfect view of the battlefield, withenemy strengths and locations known. Theymay be reluctant to leave cover, and hesitantto engage the enemy in hand-to-hand combat.

Under these rules, a unit will act as the playerdesires until one of the following conditionsoccur. If either condition applies, the unitmust take a Command Response test.

Õ The unit activates Under Fire or Pinned.

Õ The unit activates 10” or less from anenemy unit.

Determine Command Response: To resolve thecommand test roll 1d6, add any modifiers thatapply, and compare the result to the QualityLevel of the unit, as shown on the tables below:

COMMAND RESPONSE MODIFIERS

Squad Took Casualties Last Turn - 1

Squad Has Untreated Wounded -1

Officer Present +1

QUALITY LEVEL

Rabble 5+

Conscript 4+

Regular  3+

Elite 2+

If the roll equals or exceeds the level shown,the squad passes the test and may act as theplayer chooses.

If the squad fails the test they may Shoot, Recover Wounded or call for Indirect ArtilleryFire as usual, but their movement is restrictedas follows:

Õ The unit may only Move to improvecover

Õ The unit may only Rush if heading awayfrom the enemy.

DIRECT A RTIL L ERY FIRE 

Artillery fire is not limited to off-board,indirect support. Sometimes, these assets arein the thick of things, able to fire directly atenemy troops, fortifications, and vehicles.

On-board units require activation and actionselection just like other squads. They consistof a single artillery piece and the crew to man

them. See the Artillery Support Weapons Table(on page 41) for a complete listing.

Artillery units may perform a standard Move,but may never Rush due to the weight of theirweapon. They may only Shoot if they did notmove that turn, to reflect the time spentpacking up and deploying their weapons.

If the crew take casualties, the squad will suffera -1 Fire Effect and -1” Movement penalty for

each loss.

Ranging In: To determine if the strike isaccurate, roll 1d6. If the result is 5 or greater,the range is acquired and shells land on target.If the result is less than 5, the shells fall wide of their mark and are ineffective.

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Artillery strikes have a blast radius. Any unitwithin this radius will be targeted by the blast.For each unit affected, work out potentialcasualties using the procedures which follow.

Determine Strike Effect: To resolve the strikeroll 2D6, ADD them together, and then add anymodifiers which apply:

STRIKE EFFECT MODIFIERS

Target Under Fire - 1

Rabble in Open Terrain +1

Target Bunched Up* +2

Target Non-Combatant +2

*Squads are considered Bunched up if three ormore squad members are less than 1” apart.

The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the enemy unit.

FIRE EFFECT TABLE

Target Not Concealed 3 Points

Target Partially Concealed 4 Points

Target Behind Hard Cover  5 Points

Allocate Strike Hits: Hits are assigned by thedefending player.

Determine Strike Damage: For each hit, it isnecessary to determine the nature and extentof any wounds inflicted. The attacker rolls 1d6and adds the damage rating of the firingweapon.

ARTILLERY SUPPORT

Cannon - Light +2

Cannon - Medium +3

Cannon - Heavy +3

Missile Launcher  +2

Mortar - Light +1

Mortar - Heavy +2

The defender rolls 1d6 and adds the ArmourRating of the targeted squad.

ARMOUR RATINGS

None -2

Light +0

Improved +1

Heavy +2

Light Power  +4

Heavy Power  +6

Trait Bonus See Traits

If the attacker scores less than the defenderthen nothing happens. The shrapnel was either

a near miss, or only inflicted a superficialwound.

If the attacker scores equal to or greater thanthe defender, the target figure is eitherincapacitated or killed outright. Either way,remove the figure from play.

If the Recover Wounded advanced rule is used,a figure is only killed when the attacker scoresthree or more points higher than the defender.

If the attacker scores equal to, or one or twopoints higher than the defender, the targetfigure is only wounded. This can be indicatedby placing a suitable marker next to theinjured figure, or laying the figure down.

Wounded figures are out of action. Theycannot move or fight, and if wounded againthey are killed and removed from play.

See Recover Wounded (on page 26) for therules on dealing with wounded troops.

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DROP TROOPS 

During battle, troops may deploy from the airin a number of ways, including parachutes,anti-gravity modules, or some other ingenious

fashion. For game purposes, all of these unitswill be referred to as Drop Troops.

Drop Troops are not placed on the table duringinitial set-up but held back in reserve. At anypoint during the game, when the active playerhas the option to activate a unit, he maychoose to activate a unit of Drop Troops, anddeploy them on the table.

Select Drop Point: To deploy Drop Troops, first

select a target point on the table. This pointmust be at least 6” away from any difficultterrain features and enemy figures.

Determine Drop Success: To determine thesuccess of the drop roll 3d6 (do NOT add themtogether), and note how many dice equal orexceed the Quality Level of the Droop Troops,as shown on the table below:

QUALITY LEVEL

Rabble 5+

Conscript 4+

Regular  3+

Elite 2+

If all three dice pass, the drop was perfect. Thesquad lands at the drop point without incidentor scattering. Arrange the squad as desired,following rules for Coherency. The squad maytake no further action this turn.

Scatter: For each dice that fails, the unitscatters 1d6” in a random direction. Do this asa single die roll. The unit lands centeredaround this new spot. Place the figuresfollowing the rules for Coherency.

If all three dice fail, the unit lands Pinned.

Any troops that land on buildings or in woodsroll 1d6. If wearing Power Armour, a result of 6means the figure is wounded. Otherwise, thefigure is wounded on a 5 and killed on a 6.

The defender has certain off-board, anti-airunits, as defined by the scenario. These unitsfall into three types, as shown on the tablebelow:

ANTI-AIR UNITS

Light 2d6

Medium 3d6

Heavy 4d6

For each anti-air unit, the defender rolls the

specified number of dice. Any roll of 5+ meansone enemy figure is killed. Regardless of theanti-air fire results, if the defender fires at thelanding troops, that unit lands Under Fire, andshould be marked as such.

EX CEPT IONA L TROOPS 

Players wishing for a little more variety intheir forces may wish to randomly add someTraits to their units.

Simply roll on the following tables prior to thestart of the game, and assign the results to yourunits. The number of rolls may be scenariodriven, a variable (such as 1d6 rolls per player),or a set number agreed to by both players. Feelfree to spread the assignments around, or tocombine multiple traits in one unit.

1 Agile 1 Bug Hunter2 Elusive 2 Fanatic

3 Hardened 3 Grizzled4 Infiltration 4 Hardened5 Stealth 5 Shock Troops6 Swift 6 Tough

See Traits (on page 29) for complete details.

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FIRE TEA MS 

Some units receive additional training whichallows them to better coordinate their effortson the field of battle. These units consist of 

two squads known as Fire Teams, which are“linked” to form a single, larger squad.

Fire Teams have designated “partner” squads(noted before the game begins), and mustremain within 12” of their partner or beconsidered out of Coherency.

The two squads activate as one, but can selectdifferent actions. For all intents and purposes,the two squads are separate units, Checking

Resolve, taking Morale Tests, Close Assaulting and Shooting as independent units.

They may, however, choose to work togetherand perform the same action. If this action is aClose Assault, then roll 2D6 as usual, but thistime you add them together to determine thevictor. If the Fire Teams choose to Shoot, thenroll 2d6 as usual, and then add them togetherto determine the Fire Effect.

If one Fire Team is eliminated for any reason,the other continues to act as a single squad.

FORT IFICA T IONS 

These refer to any position constructedspecifically for battle, designed to providegreater cover and tactical advantage for thetroops that use them. These include foxholes,sandbag emplacements, bunkers and othercovered structures made from reinforced

materials (such as concrete and armourplating), and trenches.

All provide hard cover and an Armour Ratingbonus to the troops using the structure. Thisbonus is added to any armour the troops insidemay already be wearing.

FORTIFICATION BONUS

TypeArmour Rating

Armour Value

Foxholes +1 -

Sandbags +2 -Trenches +3 -

Light Bunker  +4 7

Medium Bunker  +4 9

Heavy Bunker  +4 11

In addition to the above, troops in trencheswhich have not moved or fired may not befired upon at ranges over 12”. Troops leavingtrenches suffer a -4” movement penalty.

Further, units in bunkers and trenches areautomatically successful on one of their dicewhen testing morale. Only roll 2d6 for theirmorale test and add one success to the result.

Bunkers also have an Armour Value. This isthe defensive value of the structure itself. Thestructure can be targeted instead of the troopsinside. Shooting and close assaulting bunkersis handled exactly the same as the rules fortargeting vehicles (see the Vehicle advancedrules starting on page 32).

Treat any penetrating hit on the structure as a“Bunker Destroyed” result. Any fixed weaponswithin the bunker are destroyed as well. Roll1d6 for every trooper inside the bunker. If theresult is a 3 or 4 the figure is wounded. If theresult is a 5 or 6 the figure is killed. Figureswearing power armour are wounded on a rollof 5 and killed on a roll of 6. Any survivors aremarked as Pinned.

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HEA V Y W EA PONS TEAMS 

A heavy weapons team is an individual unit,and requires activation and action selection just like other squads. They consist of a single

heavy weapon and the crew to operate them.See the Heavy Weapons Table (on page 42) fora complete listing.

Heavy weapon teams may perform a standardMove, but may never Rush due to the weight of their weapon. They may only Shoot if they didnot move that turn, to reflect the time spentpacking up and deploying their weapons.

If the crew take casualties, the squad suffers a -

1 Fire Effect and -1” Movement penalty foreach lost crew member.

A heavy weapons team can be attached to aninfantry squad when troops are first deployed.The two units must remain together (followingnormal rules for Coherency) for the duration of the game. They activate and move as one. Forpurposes of Checking Resolve and takingMorale Tests, the numbers of the two squadsare combined.

If the combined squad moves, only the infantrysquad members may Shoot. If the combinedsquad does not move, the two components mayfire at separate targets per the usual rules, orcombine to fire at a single target.

When firing at the same target, roll 2d6 (for theinfantry) and 1d6 (for the heavy weapons) andCOMBINE the two highest results, then add allthe usual modifiers that apply. The result is your Fire Effect rating. Follow all the usual

rules for shooting from this point.

INDIRECT A RTILL ERY FIRE 

Officers and Squad Leaders for infantry unitsmay call for Indirect Artillery Fire as theiraction for the turn. They may not perform any

other activity that turn, as they are too busycalling in the strike. The rest of the squad mayShoot however.

These strikes will be made by off-board units.Each is capable of receiving only one strike callper turn. The scenario should specify howmany units there are, and of what types. Seethe Artillery Support Table (on page 42) for acomplete listing.

Determine Timing: To determine the timing of the strike roll 3d6 (do NOT add them together),and note how many dice equal or exceed theQuality Level of the artillery unit, as shown onthe table below:

QUALITY LEVEL

Rabble 5+

Conscript 4+

Regular  3+

Elite 2+

If two or more dice succeed, the message isreceived and understood, and the strike arrivesimmediately. If 1 die succeeds, the messagewas garbled and there is no strike this turn, butanother attempt may be made on a later turn.If none of the dice succeed, communicationwith that artillery support unit is permanentlyknocked out. No further calls to that unit maybe attempted for the remainder of the game.

Artillery strikes can be aimed at any pointvisible to the officer or squad leader.

Determine Accuracy: To determine if thestrike is accurate, roll 2d6 (do NOT add themtogether), and note how many dice equal orexceed the Quality Level of the artillery unit.

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If both dice succeed, the strike hits withpinpoint accuracy. For each die that fails, thestrike will scatter 1d6” in a random direction.

Artillery strikes have a blast radius. Any unitwithin this radius will be targeted by the blast.For each unit affected, work out potentialcasualties using the procedures which follow.

Determine Strike Effect: To resolve the strikeroll 2D6, pick the highest result (do NOT addthem together), and add any modifiers:

STRIKE EFFECT MODIFIERS

Target Under Fire - 1

Rabble in Open Terrain +1

Target Bunched Up* +2

Target Non-Combatant +2

*Squads are considered Bunched up if three ormore squad members are less than 1” apart.

The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the enemy unit.

FIRE EFFECT TABLE

Target Not Concealed 3 Points

Target Partially Concealed 4 Points

Target Behind Hard Cover  5 Points

Allocate Strike Hits: Hits are assigned by thedefending player.

Determine Strike Damage: For each hit, it isnecessary to determine the nature and extentof any wounds inflicted. The attacker rolls 1d6and adds the damage rating of the firing

weapon.

ARTILLERY SUPPORT

Cannon - Light +2

Cannon - Medium +3

Cannon - Heavy +3

Missile Launcher  +2

Mortar - Light +1

Mortar - Heavy +2

The defender rolls 1d6 and adds the ArmourRating of the targeted squad.

ARMOUR RATINGS

None -2

Light +0

Improved +1

Heavy +2

Light Power  +4

Heavy Power  +6

Trait Bonus See Traits

If the attacker scores less than the defendernothing happens. The shrapnel was either anear miss, or only inflicted a superficial wound.

If the attacker scores equal to or greater thanthe defender, the target figure is eitherincapacitated or killed outright. Either way,remove the figure from play.

If the Recover Wounded advanced rule is used,a figure is only killed when the attacker scoresthree or more points higher than the defender.If the attacker scores equal to, or one or twopoints higher than the defender, the targetfigure is only wounded. This can be indicated

by placing a suitable marker next to theinjured figure, or laying the figure down.

Wounded figures are out of action. Theycannot move or fight, and if wounded againthey are killed and removed from play.

See Recover Wounded (on page 26) for therules on dealing with wounded troops.

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J ET PA CKS 

Frequently referred to as boosters, jump jets, jump packs and similar, this term covers anydevice that permits powered jumps and leaps,

rather than true flight.

Rather than performing a regular move, a unitwith Jet Packs may perform one of two types of aerial movement; they may Leap or Bound.

Leaping: this refers to a single powered leap,typically used to cross obstacles. The figuresmay move up to 12” on a Leap, clearingobstacles up to 6” in height. Taller obstaclescan be crossed, but each 1” added to the height

will reduce the jump length by 2”. A Leap maynot be used to enter close assault, and the unitmay not perform any other action that turn.

Bounding: this is a series of short jumps usedto cover ground quickly. Bounding troops maymove a total of 18”, divided into 3 individualbounds of up to 6” each. Each bound must betaken in a straight line, and may clear obstaclesup to the height of the bounding figure, but nohigher. Bounding troops may fire, but suffer a

-2 penalty to their fire effect.Troops may Bound into close assault, but thedefending squad is allowed a free shot at theirattackers. The range will be from the point of the last bound prior to making contact. Do notplace Under Fire or Pinned markers for this,however, as the assaulting troops will be waytoo psyched up to care!

Squads equipped with Jet Packs may carrywounded in the normal fashion, requiring 2troopers to carry each wounded. Deduct 2”from leaps and 4” from Bound when doing so.

LA ST STA ND  

No epic battle is complete without a desperatelast stand, preferably against the odds.

Once per game, each player may select a singleunit and declare they are making a Last Stand.Once a unit has made this declaration, the deedis done. There is no die to roll (though wesuggest the player make a dramatic speech).

A unit making a Last Stand is rooted to theirspot. They will not move for any reason,although they may regroup if they suffercasualties. There is no need to Check Resolveso they cannot be broken, and have no need to

take a Morale Test for any reason. They ignorethe effects of being Under Fire and Pinned.

In short, they will hold their position; Shoot attheir choice of enemy units, and fight to thelast man.

NON -COMBATANTS 

Sometimes, scenarios may call for the inclusionof units with no fighting capabilities. Theseunits may represent civilians caught up in thefire fight, news crews, or even panicked troopswhich have dropped their weapons and fled

the battlefield. All such units are known asnon-combatants.

Non-combatants can only choose the Move Out action, and will always Rush away from visibleenemy units, unless the scenario rules specifydifferently. For Quality Level purposes, treatthese units as Rabble.

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OFFICERS 

Officers function as an individual unit, andrequire activation and action selection just likeany other squad. They are represented by a

single figure. Unless scenario rules dictateotherwise, officers may attach to and detachthemselves from other units at will, but theymay only act once each turn.

All officers are rated for Leadership. There arefour ratings, as indicated on the table below:

LEADERSHIP RATINGS

Novice +0

Experienced +1Inspiring +2

Heroic +3

Any squad containing an officer may re-roll anumber of failed Morale Test dice, equal to theLeadership Rating of the attached officer.

Officers are also specialized by branch. Theyare classified as Infantry, Gunnery (for heavyweapons) and Cavalry (for armour) officers.

When an officer is attached to a unit of thesame branch, that unit may add the LeadershipRating of the officer to any Close Assault orFire Effect rolls.

Officers may Close Assault and Shoot on theirown, like any other unit, and participate insuch activities when attached to a squad.

For the purpose of Checking Resolve, anysquad containing an officer will temporarily

have their strength raised by 1. If the officerleaves the squad, they revert to their originalstrength.

If the Command Response advanced rule isused, officers of any Quality Level will add +1 tothe Command Response tests of those unitsthey have joined.

PERSONA L IT IES 

Stories and movies of warfare are filled withcolourful personalities, and our gaming wouldbe rather dull if it didn't take these figures into

account.

We recommend that players use models equalto the personality profiles they employ. Anespecially beefy soldier for a Brawler, a trooperwith red cross arm bands, helmet and medicalbag for a Medic, etc. But players are, of course,free to simply assign the profiles to regularmodels.

The number of personalities allowed per side

may be scenario driven, a variable (such as 1d6rolls per player), or a set number agreed to byboth players.

Brawler: A Brawler receives an extra roll onthe Kill Table during Close Assaults.

Comms: A squad with a communicationsexpert receives a +1 mod when checkingCommand Response, and when calling forIndirect Artillery Fire.

Knife Fighter: A knife fighter receives a +1modifier during Close Assaults.

Lucky: A squad with a lucky trooper can re-rollany one die roll once during the game.

Sharpshooter: Any squad with a Sharpshooterreceives a Damage bonus of +1. 

Trigger Happy: A squad with a Trigger Happytrooper receives a Fire Effect bonus of +1. 

Medic: A Medic can treat two wounded in oneturn when attempting to Recover Wounded,and requires no additional helper.

Motivator: Any squad with a Motivator mayre-roll a failed Morale Tests.

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POW ER A RMOUR 

Troops equipped with Power Armour arewearing the best protection money can buy.As such, there are certain special abilities that

only squads wearing this armour can enjoy.

These following benefits have been outlined inthe appropriate rule sections, and are listedhere for ease of reference:

Õ Units wearing power armour alwayshave a coherency of 6”.

Õ Units wearing power armour have a +3modifier in Close Assaults.

Õ Units wearing power armour can

negate any kill result they suffer duringClose Assault on a d6 roll of 5+.

Õ Figures wearing power armour receivetwo rolls each on the Kill Table duringClose Assault.

Õ Troops wearing power armour whichdrop onto the battlefield and scatteronto buildings or in woods are onlywounded on a d6 roll of 6.

Õ Units wearing power armour being

transported by a vehicle which isdestroyed are only wounded on a d6 rollof 5, and killed on a 6.

In addition, any trooper wearing power armourthat is armed with a heavy weapon may moveAND shoot in the same turn.

Units with a mix of squad weapons and heavyweapons are considered to be one unit. Heavyweapons troopers may fire at separate targetsper the usual rules, or combine with the squad

weapons to fire at a single target.

When firing at the same target, roll 2d6 (for theinfantry) and 1d6 (for each heavy weapon) andCOMBINE the two highest results, then add allthe usual modifiers that apply. The result is your Fire Effect rating. Follow all the usualrules for shooting from this point.

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RECOV ER W OUNDED 

Squads that suffer fatalities in battle will presson with their mission for as long as they can;there will be time later to mourn the dead. But

the wounded are a different matter entirely.They need medical attention, and soon, or theymay die. Further, healthy members of a unitare often reluctant to leave untreated woundedbehind.

Under these rules, squads may now aid theirwounded comrades. Upon activation, thesquad can elect to perform a Recover Woundedaction. The squad can then form aid teams andtreat their wounded. With any luck, they will

stabilize a wounded figure, and perhaps evenhelp a wounded figure return to fighting form.

Forming Aid Teams: Any two healthy membersof the squad can form an aid team. The squadcan form as many aid teams as their healthytroop strength allows, but each team can onlyaid one wounded figure, and each woundedfigure may only be treated one time.

Determine Recovery: For each aid team, roll

1d6, and add any modifiers which apply:

RECOVER WOUNDED MODIFIERS

Unit Under Fire or Pinned -1

Medic Present +1

The result is your recovery number. If thevalue is 6+ the trooper has recovered from hiswounds, and is able to resume his fightingduties.

If the value is 4 or 5, the wounded figure isstabilized. No further attempts can be made torecover this figure, and they still count as acasualty for game purposes, but they may nowbe left behind.

If the recovery number is less than 4, thetrooper has died from his wounds, and isremoved immediately.

Any troopers not aiding the wounded mayShoot per the normal rules. Remember, if asquad has been reduced to one or two firingmodels, they cannot produce the same volumeof fire and suffer a -1 penalty to their roll.

Leave No One Behind: Squads are reluctant toleave untreated wounded comrades behind. If a squad without a medic wishes to abandon anyun-stabilized wounded, they must roll 1d6 first.

If the result is 5 or more, they may leave theirwounded behind without penalty. If they roll

less than 5, they may still move off, but theirmorale will suffer. The squad will now CheckResolve at one level less than their normalrating for the remainder of the game.

A squad with a medic can elect to leave themedic behind with the wounded. If this is thecase, no die roll is required. The medic maynot leave the wounded until they recover, arestabilized, or die from their wounds.

Moving Wounded: A squad may choose tocarry their wounded with them, rather thanabandoning them to their fate. For every fitsoldier, one wounded may be moved up to half the movement rate of the squad. Any membersof the squad helping wounded figures movemay not Shoot.

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SENTRY GUNS 

Automated sentry guns are a mainstay of military science fiction, and may be foundguarding many installations and fortified

positions. Each emplacement is fitted with asingle heavy weapon. Unless scenario rulesdictate otherwise, these weapons begin thegame in place and cannot be moved.

Although any weapon can be incorporated intoa Sentry Gun platform, the most common areshown on the table below:

SENTRY GUN WEAPONS

Fire

Effect Damage

Anti-

Tank

Auto Cannon - +6 +4

Chain Gun +7 +2 -

Machine Gun +2 +4 -

In addition, these weapons are designed todifferent levels of sophistication, based on thelevel of artificial intelligence, as indicated onthe following table:

SENTRY GUN AI

AI GradeMax

RangeFire

Priority

Antiquated 12” 1

Modern 24” 2

Advanced 36” 3

Sentry guns are automated weapons systems,and as such, they function differently fromother troops.

Instead of being activated like ordinary units,sentry guns fire at the end of every game turn.Each gun fires one time, at a target out to themaximum range shown, selecting their targetbased on the normal rules for Fire Priority.

SMOKE GRENA DES 

Any squad equipped with rifle grenades or agrenade launcher is considered to be carryingsmoke grenades in addition to the usual

explosive shells. Any squad so equipped maylay down one smoke screen per game.

A squad choosing to lay down a smoke screen isessentially performing an Engage the Enemyaction, but with a twist. If they wish, they canShoot (lay down the smoke) before they Move.

To lay down smoke, the squad must mark twopoints, each one no further than 10” from thesquad, and no further than 16” apart. The line

connecting these two points is where smokeshells fall, creating a thick cloud that obscuresall lines of sight through it, and preventing anyclose assault charges or shooting through it aswell.

Smoke lasts for one full turn. Remove thesmoke markers the next time the squad isactivated. 

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SNIPERS 

Snipers function as an individual unit, andrequire activation and action selection just likeany other squad. Snipers are represented by a

single figure. They cannot attach themselvesto any other units.

Snipers Move and Rush like other units, butcannot initiate Close Assault. They cannotShoot if they moved during the current turn.Because they are masters of concealment, if they didn’t move in their last activation, thereis a -2 Fire Effect penalty when they are shot at.Snipers use the following special rules whenshooting:

Determine Clear Shot: Once a sniper hasdeclared their intent to shoot, they must firstdetermine if they have a clear shot. Roll 1d6.If the result is 5 or greater, they have a clearshot and may target any enemy unit regardlessof Fire Priority. If they fail the roll, theycannot fire this turn.

Determine Fire Effect: To resolve shooting roll1d6, and add any of the standard Fire Effect

Modifiers that apply (see page 14).The result is your Fire Effect rating. As usual,every three points inflict one hit on the enemyunit. If they are partially concealed, it will takefour points to inflict one hit. If they are behindhard cover, it will take five points.

Allocate Hits: If a hit is scored, the snipingplayer gets to choose which specific enemyfigure is targeted.

Determine Damage: If the target is hit, it isnecessary to determine the nature and extentof any wound inflicted.

The attacker rolls 1d6 and adds +3 (the damagerating of a sniper rifle). The defender rolls 1d6and adds the Armour Rating of the targetedfigure.

ARMOUR RATINGS

None -2

Light +0

Improved +1

Heavy +2

Light Power  +4

Heavy Power  +6

Trait Bonus See Traits

If the attacker scores less than the defenderthen nothing happens. The round was a nearmiss, or only inflicted a superficial wound.

If the attacker scores equal to, or one or two

points higher than the defender, the targetfigure is wounded. This can be indicated byplacing a suitable marker next to the injuredfigure, or laying the figure down.

Wounded figures are out of action. Theycannot move or fight, and if wounded againthey are killed and removed from play.

If the attacker scores three or more pointshigher than the defender, the target is eitherincapacitated or killed outright. Either way, the

figure is removed from play.

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TRAITS 

Traits are special abilities which generallyapply to an entire squad. They are designed toallow players to custom tailor their forces to

match the figures being used, and create thebackgrounds they prefer.

Players can decide ahead of time to allow a setnumber of Traits to be chosen, or they can usethese to freely tailor their forces in a mutuallyagreed upon manner.

AERIALUnits with this trait are considered to behovering in the air while moving, and thus able

to clear any obstacles up to the height of theaerial figure. These troops land aftermovement, and will incur any benefits orpenalties the terrain may provide.

AGILEAgile units ignore movement penalties whencrossing Difficult Terrain.

ASSAULT TROOPSAssault Troops add +2 to all Close Assaults.

BERSERKIf a squad with this trait activates within closeassault range of an enemy unit, theyautomatically pass their Resolve check, andignore the effects of being Under Fire orPinned. They will charge into hand-to-handcombat with the nearest enemy unit, andreceive a +2 to their close assault.

BUG HUNTERUnits with this trait are specially trained to

fight alien species. When fighting an alienrace, this squad receives a bonus of +1 to CloseAssault and Fire Effect rolls.

CRUSADERSquads with this trait are considered to beFanatic, Shock Troops.

DEMONICA Demonic unit is both Hardened and Tough.

ELUSIVEWhen an elusive unit is fired upon, they mayfall back 4” before shooting is resolved.Measure range and calculate terrain benefitsfrom their new location. If Line of Sight is lost,the shooting unit is free to select anothertarget. A squad may only use this trait onceper turn.

FANATICThese squads ignore all Resolution checks.

FEARLESSA squad with this trait is terrified by nothing,and ignores any Morale Test caused byTerrifying units.

FLYERUnits with this trait are considered airborne atall times. They may move over any obstacles,and never receive any benefit from terrain.

GOONGoons may not fire beyond close range, exceptto return fire, and suffer a -1 penalty to all FireEffect rolls. Their Armour Rating suffers a -1penalty as well. They may never Rush.

GRIZZLEDSquads with this trait Check Resolve at onelevel higher than their Quality level.

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HARDENEDThese troops ignore being Under Fire untilthey suffer their first casualty, and may alwaysleave wounded behind.

HEROThis trait may only be taken by a single figure.Heroes always Shoot individually, even if theyare attached to another unit. When firing atclose range, they may choose the enemy figurebeing targeted. They are also Fearless, ShockTroops. Non-heroes suffer a -2 penalty whenfiring at a Hero.

HIVEMINDUnits with this Trait become Fanatic andRelentless when they activate within 12” of oneof their mind-controllers (officer-likeindividual figures).

HOLY (ITEM)This trait can apply to weapons and armour. AHoly Weapon gains a +1 damage bonus. HolyArmour adds +2 to their Armour Rating. Thisbonus is negated by their Unholy counterpart(Holy Armour receives no bonus when targetedby an Unholy Weapon, etc).

HQ This trait may only be applied to a singlefigure. Once per turn, any one unit may rerolla failed Command Response test.

INFECTWhen a figure is killed in Close Assault by aunit with this trait, there is a chance the victimmay become infected. Roll 1d6. If the result is5+ the figure is infected. The nature of theinfection will be specified by the scenario.

INFILTRATIONAfter initial deployment, this squad may makean additional Rush move before the gamestarts. In addition, they check Coherency atone level higher than their Quality level.

LEGENDThis trait may only be applied to a single

figure. Legends have both Hero and Villain traits. Legends always count as rolling a 6 forClose Assaults and Shooting.

RECONRecon units gain +1” to their Coherency. Inaddition, they are automatically successful onone of their dice when attempting to call forIndirect Artillery Fire. Only roll 2d6 for theirtiming test and add one success to the result.

REGENERATEAny figure with this trait will automaticallyheal their wound by remaining inactive duringtheir next turn. They cannot Move in any way,nor can they Shoot or Close Assault. At the endof their dormant activation, they are fullyhealed.

RELENTLESS Troops that are Relentless ignore the effects of being Under Fire or Pinned. They neverbenefit from any form of cover, and will leaveany casualties behind without giving it asecond thought.

SAVESquads with this trait roll 1d6 for every hitthey suffer. On a result of 5+ the hit is negated.

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SHOCK TROOPSShock Troops add +1 to all Close Assaults.

SLOWSlow units suffer a penalty of -2” to their basemovement rate.

STEALTHInstead of placing a Stealth unit on the table,three markers may be used. One of thesemarkers will end up being the “real” locationof the unit; the other two are dummy markers.

These markers can be placed anywhere,provided each is within 12” of another marker.When the unit is activated, these markers maymove up to 6” each turn, but must maintain

their special 12” coherency distance.

They cannot be fired upon or attacked in anyway. Stealth units are placed in their truelocation if they elect to Shoot or Close Assault,or wish to move greater than 6”. They mustalso be discarded or revealed if an enemy unitcomes within 6” of the marker. When revealingthe actual Stealth unit, no figures may beplaced closer to the enemy unit than theenemy Coherency distance.

SWIFTThese units add +2” to their base movementrate.

TANK HUNTERSquads with this trait are equipped with specialexplosives used to deal with enemy armouredvehicles. They gain +1 to their Nerves Checkand a +2 mod when Close Assaulting vehicles.

TERRIFYINGSquads with this trait will strike fear in thehearts of any unit nearby. An enemy unitwhich activates within 8” of a terrifying squadmust make an immediate Morale Test.

TOUGHSquads that are Tough gain a +1 bonus to theirArmour Rating.

UNHOLY (ITEM)

This trait can apply to weapons and armour.An Unholy Weapon gains a +1 damage bonus.Unholy Armour adds +2 to their ArmourRating. This bonus is negated by their Holycounterpart (an Unholy Weapon would notreceive the damage bonus when targeting HolyArmour, etc).

VILLAINThis trait may only be applied to a singlefigure. Any time a Villain is killed, leave the

figure on the table. It remains in this state forthe remainder of this turn. During the nextturn, the owning player may activate thisfigure. Roll 1d6. If the result is 5+ the Villainwas really only stunned. He climbs back to hisfeet and may return to battle immediately. If the result was less than 5, the Villain is trulydead and is removed from the table, never tobe seen again. Or will he? :)

ZOMBIE

Zombies are Relentless and Fanatics. Unlessthe scenario dictates otherwise, they maynever Rush. They have poor vision, so theycannot Shoot beyond close range, and all firesuffers a -2 penalty.

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V EHICL ES 

Vehicles are as common on the battlefieldtoday as the foot soldier. Many modern forcesare mechanized, so troops ride into the combat

zone in armoured personnel carriers (APCs),with infantry fighting vehicles (IFVs) nearby tolend support.

While Fast and Dirty is aimed primarily atinfantry skirmish actions, these vehicles andothers can still make a limited appearance.

When they do, treat each vehicle as a singleunit, requiring activation and action like anyother. Vehicles can only Engage the Enemy,

and are limited to Move and Shoot actions.

Types: There are seven classifications forvehicles as indicated below:

Õ Unarmoured Transports – these are your basic trucks and jeeps.

Õ Armoured Personnel Carriers – theseare armoured vehicles designed todeliver soldiers to the battlefield.

Õ  Infantry Fighting Vehicles – these are

usually lightly armoured vehiclesmounting a potent main weapon,designed to support the infantry.

Õ Light Tanks – more heavily armouredthan IFVs, these are designed to destroylightly armoured vehicles.

Õ Medium Tanks – even more heavilyarmed and armoured vehicles, these aredesigned to take on other tanks.

Õ Main Battle Tanks – these are the mostheavily armed and armoured vehicles,designed to destroy anything in theirpath.

Õ Walkers – a mainstay of science fiction,these versatile machines can be armedwith a wide array of weapons, makingthem capable of destroying any target.

Armour & Crew: Armour ratings for vehiclescan vary, and should be set by the players ordetermined by scenario conditions. Same forcrew. However, typical values for the basic

vehicle types are shown below as a guideline:

VEHICLE ARMOUR

Vehicle Armour Crew

Unarmoured Transports 0 - 2 1

APCs 4 - 7 2

IFVs 5 - 8 3

Light Tanks 5 - 8 3

Medium Tanks 6 - 9 4

Main Battle Tanks 7 - 11 5

Walkers 5 - 11 1

Movement: Vehicles traverse the battlefield bywalking, on wheels, using tracks, hovering,even flying. Movement rates are based onthese methods, as follows:

VEHICLE MOVEMENT

Vehicle Cautious Standard

Walk 6” 12”

Wheeled 18” 24”

Tracked 12” 18”

Hover  10” 16”

Fly 14” 20”

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Wheeled vehicles must expend 2” of movementfor every 1” moved off-road, and cannot enterdifficult terrain. Tracked and hovering vehiclesignore difficult terrain penalties.

Flyers can pass over any terrain feature or unit.They are considered airborne at all times andthus cannot be close assaulted, unless theplayer declares it has landed. Flying vehiclesmay always be targeted by shooting.

All vehicles may turn as often as they please,and may travel moving forward or in reverse.

Vehicles as Transports: Some vehicles aredesigned to transport squads of soldiers. Toembark a squad, all members of a unit must

come in base contact with the vehicle. As thisoccurs, remove the infantry figures and placethem off-board.

When all figures in a squad have been loaded,the vehicle and squad are treated as a singleunit, which can activate the next time thesquad may do so. They will continue to betreated as a single unit for activation purposesfor as long as the squad is being carried by thetransport.

To disembark, place all figures back on thetable within 1” of the vehicle. The infantrycount as having moved and may go no fartherthis turn. They cannot initiate a Close Assault,but they may Shoot. This also constitutes theaction of the transport this turn. The two unitsmay be activated individually next turn.

If a transport vehicle is destroyed, any squadbeing carried is placed on the table in basecontact with the vehicle. Roll 1d6 for eachtrooper. If the result is a 3 or 4 the figure iswounded. If the result is a 5 or 6 the figure is

killed. Figures wearing power armour arewounded on a roll of 5 and killed on a roll of 6.Any survivors are marked as Pinned.

Firing Vehicle Weapons: Vehicles may fire anyweapons they carry (typically a main weaponand a machinegun); each targeting a separateunit if desired.

Vehicles that are stationary or only movingcautiously can shoot using the normal rulesand modifiers, without further penalty. Thosevehicles moving at standard speeds suffer apenalty of -3 to all fire effect rolls, in additionto all the normal modifiers.

Any vehicle fitted with an advanced targetingsystem may fire their weapons at any speedwithout suffering any additional penalty.

Effect on Morale: The presence of a powerfularmoured fighting vehicle will provide asignificant boost to the morale of any grunt

nearby. Therefore, any squad within 8” of atank or walker is automatically successful onone of their dice when testing morale. Onlyroll 2d6 for their morale test and add onesuccess to the result.

Shooting at Vehicles: Shooting at a vehicle issimilar to firing at other targets, with a fewdifferences.

Before shooting can be resolved, the firing unit

must check to ensure the target selected meetsregular Fire Priority and Range requirements(see page 14).

Determine Fire Effect: To resolve shooting roll2D6 (for squads), or 1d6 (for individuals), pickthe highest result (do NOT add them together),and add any modifiers which apply:

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FIRE EFFECT MODIFIERS

Target at Long Range - 4

Shooter Broken - 3

Shooter Under Fire or Pinned - 3

Target at Medium Range - 2

Every 3 Riflemen +1

Shooter Regular  +1

Each SAW +2

Shooter Elite +2

Target at Base Range +2

Trait Bonus See Traits

Weapon Bonus See Weapons

 

The result is your Fire Effect rating. For everythree points, inflict one hit on the vehicle. If they are partially concealed, it will take fourpoints to inflict one hit. If they are hull downor behind hard cover, it will take five points.Small vehicles require one extra Fire Effectpoint to equal a hit.

Determine Penetration: For each hit,determine if the shot penetrated the armour.

The attacker rolls 1d6 and adds the highestAnti-Tank rating of the firing weapons.

SUPPORT WEAPONS AT

Rifle Grenade +1

Grenade Launcher  +2

Flamethrower  +3

Plasma Rifle +3

HEAVY & SPECIAL WEAPONS AT

Heavy MG +1

Auto Cannon - Light +2

Auto Cannon - Heavy +4

RPG +5

Rail Gun - Light +5

Rail Gun - Heavy +7

ARTILLERY AT

Cannon - Light +3

Cannon - Medium +4

Cannon - Heavy +5

Missile Launcher  +5

The defender rolls 1d6 and adds the ArmourRating of the targeted vehicle.

Determine Damage: If the attacker scores lessthan the defender then nothing happens. Therounds were either a near miss, or bounced off the armour plating.

If the attacker scores equal to, or one or two

points higher than the defender, the vehiclewas penetrated. Roll once on the VehicleDamage Table.

If the attacker scores three or more pointshigher than the defender, roll twice on thetable, then choose the result preferred.

VEHICLE DAMAGE TABLE

Roll Damage To … Effect

1 Crew 1 crewman killed

2Engine

Movement Ratereduced 50%

3 Air Bags, Legs,Tires, Tracks

Vehicleimmobilized

4 SecondaryWeapon

1 weaponinoperable

5Main Weapon

1 weaponinoperable

6 VehicleDestroyed

Loud, fieryexplosion

If a vehicle does not have the item that wasrolled for damage, or that area has alreadybeen destroyed, the shot missed.

If a vehicle has multiple weapons (either mainor secondary) then randomly determine whichwas destroyed.

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Every lost crew results in a -2 penalty whenshooting. When a vehicle is reduced to its lastcrew member, the player must make a choice:the last crew is either a gunner or a driver. If adriver, the vehicle can still move but cannot

shoot any weapons. If a gunner, the vehicle isimmobilized, but may still fire one weapon.

Note that the second Engine hit reduces themovement rate to zero. This will immobilizeall land vehicles, and cause the immediatecrash and destruction of any flying craft.

Destroyed Vehicles: If a vehicle is destroyed,all troops within 4” are marked as Under Fire.If a large vehicle is destroyed, all troops within4” are marked as Pinned instead.

Close Assaulting Vehicles: Charging into closecombat with an armoured vehicle is not for thetimid. Therefore, once a unit has declaredtheir intent to close assault an armouredvehicle, but before any movement is done, thesquad must test their nerve. This test is notrequired when assaulting an unarmouredvehicle.

Nerves of Steel: To resolve the test roll 1d6 and

compare the result to the Quality Level of theunit, as shown on the tables below:

QUALITY LEVEL

Rabble 5+

Conscript 4+

Regular  3+

Elite 2+

If the roll equals or exceeds the level shown,

the squad passes the test and may continuewith their close assault.

If the squad fails the test they are broken andmust fall back, unless they are in cover AND have no enemy within 8”. If they move, it mustbe away from the enemy. They may notinitiate Close Assault, and if they choose to

Shoot they will suffer a -3 penalty to their FireEffect roll.

To resolve the close assault, the attacker rolls1D6 and adds any modifiers which apply.

VEHICLE ASSAULT MODIFIERS

Lacks Grenades - 2

Charging +1

Trait Bonus See Traits

 

The defender rolls 1d6 and adds the ArmourRating of the targeted vehicle.

Determine damage exactly as you would whenshooting at vehicles.

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TUTORIA L : BUILDING A FORCE 

RA NDOM FORCE GEN 

Generating a random force is a simple matter.From start to finish, the whole process shouldonly take about 10 minutes. This tutorial isbased on the rules for generating randomforces, as presented on pages 7 through 9.

Before you begin, you should read the BasicGame rules, so you can better understand howall the pieces come together during the game.

As was mentioned earlier, this system will notinclude every option available under the rules.It is intended to generate human forces withreasonable variations, for use in quick pick-upgames. It is also not designed to produceperfectly balanced forces. As we also statedearlier, real battles are rarely even affairs.

Overview: There are a dozen steps in forcecreation, but each one will only take a fewmoments to complete, so not to worry.

A great way to learn how to create an army isto watch somebody else who knows how, solet’s follow along as Tyler creates his force.

Step 1 – Getting Started: Tyler grabs a pencil, aForce Record Sheet, and a 6-sided dice. He andhis opponent only have time for a short gametoday, so they agreed to field a single platoon.

Step 2 – Determine Platoon Strength: Tylerrolls 1d6 and consults the Platoon Strength

table on page 7. He rolls a 2, so his platoon willhave 3 squads. Since he read the rules forforce generation before stating, he knows hisforce will also include a command squad. Hewants to list that squad first, so he takes hisforce sheet and fills in the names of his fourunits as follows:

Terran Orbital Marines – CommandTerran Orbital Marines – 1st SquadTerran Orbital Marines – 2nd SquadTerran Orbital Marines – 3rd Squad

Step 3 – Determine Squad Strength: Tylerconsults the Squad Strength table on page 7and rolls three times. He rolls a 4, 1 and 3, sohe will have one squad with 6 troopers, andtwo with 8 troopers each. He records thesenumbers in the STR boxes on his force sheet.

Step 4 – Determine Squad Quality: Next, he

checks the Squad Quality table on page 7 androlls three times. He gets a 2, 4 and 5, whichmeans a mix of “Conscript” and “Regular”troops. He enters “Conscript” in the QUALITYbox on his force sheet for his first two unitsand “Regular” for his third.

He then consults the Quality Level table onpage 11, and notes that “Conscript” troopshave a level of 4+ and “Regular” troops a 3+. Herecords these values in both the LEVEL and

MORALE boxes on his force sheet.

Quality also drives unit coherency. He checksthe Coherency Table on page 12, and notes that“Conscripts” have a value of 3”, and “Regular”troops have a value of 4”. He records thesevalues in the COHERENCY boxes on his forcesheet.

While he is at it, he also records 6” as the valuein all the MOVEMENT boxes.

Quality also drives Fire Priority (FP). He checksthe appropriate table on page 14, and notesthat his Conscripts have an FP of 2, and hisRegular troops an FP of 3. He records thesevalues in the FP boxes on his force sheet.

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Step 5 – Determine Resolve: Next, Tyler rolls 3times on the Squad Resolve table on page 7. Hegets a 5, 2 and 3, which indicates that all threeof his squads are “Steady”. He records thisinformation in the RESOLVE boxes.

He then consults the Resolve Table on page 10,and notes that “Steady” units don’t break untilthey have suffered 50% or more casualties. Hechecks his force sheet, and sees the STR valuesfor his first and third squads are 8. This meansthey won’t need to test for breaking until theysuffers 4 or more casualties. He records a “4”in the BREAK boxes for these two squads on hisforce sheet. The second squad has a STR of 6,so its breaking point is 3 or more casualties. Herecords a “3” in the BREAK box for his secondsquad.

Step 6 – Determine Armour: Tyler rolls threemore times, and checks the Squad Armourtable on page 7. He gets a 6, 3 and 1. He nowrecords “Improved”, “Light” and “None” as thearmour values for his three units.

He then checks the Armour Ratings table onpage 15 and sees that these armour valuesequate to ratings of +1, 0 and -2. He records

these three values in the RATING boxes on hisforce sheet.

Step 7 – Determine Weapons: It is now time todetermine what sort of basic weapons all of hissquads are armed with. Tyler consults theSquad Basic Weapons table on page 8 and rolls1d6. He rolls a 5, “Assault Rifles”, and recordsthis in the WEAPONS boxes on his force sheet.

Tyler still needs to determine what sort of 

support weapons his basic squads carry. Hechecks the Squad Support Weapons table onpage 8 and rolls three times. He gets a 1, 5, and2. Tyler is pleased, as this gives him a mix of support weapons. He records “Flamethrower”,“Grenade Launcher” and “SAW” on his forcesheet, right below where he recorded AssaultRifles.

Tyler could fill out the force sheet with all theweapon details, but there may be changes tothe starting forces in future steps, so he holdsoff for now.

Step 8 – Record Command Squad Info: Thereare no rolls required to fill out his commandsquad entries. All such squads contain a singleofficer and three troopers. The squad isconsidered to be of Regular quality, Steadyresolve, and wearing Light Armour. Thesoldiers are all armed with the same basicweapons as the other squads in this platoon(but no support weapons).

Tyler records all of this information on hisforce sheet, consulting appropriate tables todetermine entries for related fields. He notesin the COMMENTS box that this squad has anofficer.

Force Review: At this point, Tyler could leadhis small force into battle. All the basic infohas been determined and recorded. He knowsthe number of squads, the number of men ineach squad, what their quality, resolve andarmour is like. He even knows what weaponsthey are carrying. However, with just a few

more steps, his force can be tailored evenfurther. And the best part is, these last stepsare not random, but chosen by the player.

Step 9 – Determine Variations: Tyler consultsthe list of variations on page 8. There are eightchoices available to him. He is interested inincreasing the size of his command squad togive it more firepower, so he selects “ImprovedCommand” as his variation, and notes this inthe COMMENTS box.

This allows Tyler to add two soldiers to hiscommand squad, so he adjusts the values in theSTR field, and recalculates the BREAK value.This variation also allows him to give the squadHeavy Armour, so Tyler revises the Armourand Rating entries on his force sheet.

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Step 10 – Determine Enhancements: Next,Tyler gets to pick an Enhancement, so he scansthe eight options available. He considerstaking the Veterans option, to improve one of his Conscript squads and make them Regulars.

But in the end, he decides to overwhelm hisopponent with more troops, and picks the“Manpower” option, and records this in theCOMMENT boxes of his three basic squads.

This enhancement allows Tyler to add twosoldiers to each of his three basic squads. Thisrequires him to adjust the values in the STRfields, and recalculate their BREAK values.

Step 11 – Determine Limitations: Tyler mustnow choose a limitation for his platoon. It’s atough call, but in the end Tyler decides thatbeing “Inflexible” is the least intrusive for hisstyle of play. He records this in the COMMENTboxes for all his squads.

This limitation means that all squads now havea Coherency of 2” regardless of quality level, soTyler makes the necessary changes to his forcesheet.

Step 12 – Record Weapon Stats: Since the

weapons were not augmented or removed aspart of the variations, enhancements orlimitations steps, Tyler is now ready to recordall the stats for his weapons. He knows thatdoing so now will make the game run thatmuch faster once the action starts.

Tyler consults the Weapons Tables on page 42and looks up Assault Rifles. He records therange of x5 in the MULT fields and the Damageof +2 in the DAM fields of his force sheet for all

Assault Rifle entries. There is no Fire Effect,Anti-Tank or Blast value for Assault Rifles, sohe enters a dash in those three fields.

Quality also drives the base range of weaponsfor each squad. Tyler consults the Base Rangetable on page 14, and notes that Conscriptshave a 3” and Regular troops a 4” base range.

Tyler records these values in the BASE field onhis force sheet.

Now it’s a simple matter of doing the basicmath. Multiply the base range by the MULTvalue to obtain the Close range. For his twoRegular squads, that means a Close range of 20”, for his Conscript squads, it will be 15”.

Tyler doubles the Close range to obtain theMedium range, and triples the Close range toobtain the Long range, and records thosevalues in the MED and LONG fields.

Tyler repeats this same procedure with hissupport weapons. As before, there will be statsthat the weapons do not have. When this

happens, Tyler simply places a dash in thatfield. So he won’t forget, Tyler adds a note inthe COMMENT box of his Flamethrower squadthat the weapon adds +2 in Close Assaults.

The last thing to do is record the number of troops in each squad that are armed with theweapons listed. Since the command squad hasno support weapons, Tyler simply places theSTR value of “6” in the QTY field for the AssaultRifles. For his other squads which have a single

support weapon each, he checks their STRvalues, places a “1” in the QTY field for eachsupport weapon, and the remainder in the QTYfield for the Assault Rifles.

Wrap-up Comments: Tyler is now ready to goto war! He will field a force comprised of 34soldiers: a 6-man command squad, and threebasic squads, one with 8 soldiers, and two with10. His troopers are armed with a good basicweapon, and he has a mix of support weapons.

His plan is to place his Grenade Launcher andSAW squads on the flanks to hammer theenemy center, and then close assault with hisFlamethrower squad. But as a famous generalonce said “No battle plan ever survives contactwith the enemy.”

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TY LER’S FORCE RECORD SHEET 

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