fast and dirty ii

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7/27/2019 Fast And Dirty II http://slidepdf.com/reader/full/fast-and-dirty-ii 1/20 FAST AND DIRTY Generic wargame rules for fast and dirty modern and scifi combat. Author: Ivan Sorensen. [email protected] These game rules cannot be distributed for any profit. They are made available to the gaming populace, for use in any way they may see fit. You are free to use the entirety, or merely part of this game system for any purpose you wish, except to make any sort of profit. Any product largely derived from FAD must be made available for free, under the same conditions. Illustrations (gloriously absent from this version) supplied by Randy Linbourn

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Page 1: Fast And Dirty II

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FAST AND DIRTY Generic wargame rules for fast and dirty

modern and scifi combat.

Author: Ivan Sorensen. [email protected]

These game rules cannot be distributed for any profit. They are made available to the gaming populace, for use in any way they

may see fit. You are free to use the entirety, or merely part of this game system for any purpose you wish, except to make any sort

of profit. Any product largely derived from FAD must be made available for free, under the same conditions.

Illustrations (gloriously absent from this version) supplied by Randy Linbourn

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Fast and Dirty rules

for

Fast and Dirty combat

This rules set is intended to provide a fast, uncomplicated, but realistic game system for modern day,

near future and scifi skirmish combat. The system could work for world war 2 or earlier conflicts as well,

though you may wish to amend the rules to take into account the limitations in communication.

The game has its own integral background setting to base your games on, and does have TO&E charts

for the armies in this setting, however, the game is a generic system, and should work with most of the

settings and miniatures out there.

If something is missing in these rules, then its propably under work. Check back on the website

( http://www.freewebs.com/weaselfierce ) for updates and stuff.

Spirit of the game:

FAD attempts to create a plausible idea of what science fiction combat might be like. Mainly byassuming certain basic military principles that do not seem to change over time, such as troop morale,

motivation and basic ranged combat principles.

The game rules do not seek to create an “official, army of the month, must play this way” type of

game.

Neither does it attempt to create an artificial point system or tournament style. Sometimes, when

playing the game, you might have to use common sense, and a spirit of good sportsmanship to

establish an outcome that will be enjoyable for both sides.

Ultimately, if you like anything you find in here, thats good. If you dont, thats a shame. You can do

anything with these rules you damn well want. Pick out bits and use them in your own games if you like.

Its all yours. HOWEVER, no profit may be made off this set of rules, or any close derivative thereof. It is

intended strictly, and purely as open source.

New players:FAD is written with the assumption that the reader is familiar with how miniatures wargaming works.

Hopefully, the rules will still make sense to a relative newcomer, but some experimentation and testing

might be required. Thats part of the learning process.

Its recommended to start out small, with 2 or 3 identical squads on each side, using only the basic

game rules for moving, shooting and assaulting. Then, as you get more comfortable, you can begin to

use additional rules, experiment with different types of squads, and even vehicles.

Scale and basing:Forever a concern of wargamers, FAD is rather unintrusive in regards to miniatures scale. The game is

written with the assumption that figures will be mounted individually, and each figure representing one

soldier or piece of equipment. This can be impractical with figures smaller than 15mm. There is nothinginherently that would prevent you from mounting multiple figures on a stand, and playing the game on

a larger scale. In such case, assume each stand is a fireteam, a "squad" is actually a platoon, and

"wounded" stands are disordered or shocked.

Ground scale is considered reasonably relative, with an eye towards making the game playable on

smaller tables and playing spaces.

Troop quality:All models are rated depending on their training, skill, experience, competence and other factors. This

is summarized in the units Quality level. There are 4 different levels:

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Conscript – These units are poorly trained and / or inexperienced.

Regular – These are well trained and usually experienced soldiers

Veteran – Highly skilled and effective units.

Elite – The best of the best. This level typically signifies special forces.

Quality tests:A quality test is taken by rolling one or more dice and comparing the result to a static number.

Conscript 5+Regular 4+

Veteran 3+

Elite 2+

If you score equal or higher than the above number, you succeed. The rules will indicate how many

dice are rolled. If multiple are rolled, they are NOT added together. Instead compare each roll to the

target number, and count how many dice succeed.

Non Combatants:Non Combatants (NC) are any unit that rates lower than conscripts. Civilians caught up in the firefight,

panicked colonial militia, newscrews and similar would qualify. Any unit that has at least a basic inkling

of what combat involves, most likely should rate as Conscript instead. Depending on scenario, units

that are surprised, confused, extremely unwilling or under effects of various hallucinogenics or nerve

gasses might also be eligible for this rule.

If a NC unit is engaged, by either being Under fire or Pinned (as defined by the combat rules below),

within 20 inches of visible, aggressive enemy, or within 8 inches of enemy, regardless of visibility, before

acting, the unit must test for NC Response on the following chart. If the optional Command Response

rules are used, this rule overrides those.

1: Unit flees D6+base move in inches (base move is reduced normally if Under Fire. If Pinned, unit

recovers from Pinning and is instead considered Under fire)

2: Unit fires ineffectively. One enemy within 12 inches may be marked Under Fire.

3: Unit freezes in place, but may return fire, if fired upon

4-6: Unit may act as player desires.

For any Quality test purpose, count as Conscripts (5+)

Troop Organization:In battle, troops do not simply wander off on their own. Rather, they are organized into squads. This is a

generic word that apply throughout these rules, allthough the individual armies may refer to a basic

unit as a Section, Fireteam or any other military term.

During gameplay, a squad can be placed any way you please, as long as the gap between each

squad member doesnt exceed the distance below.

Conscript 2”

Regular 3”

Veteran 4”

Elite 5”

Any unit classified as a Recon unit a +1” increase to their permitted coherency.

Units wearing powered armour always have a coherency distance of 6”, regardless of quality and unit

type.

If coherency is broken for any reason, the squad must move to restore a legal coherency.

As an exception however, if the squad does not move at all, it is not forced to do so. It's assumed that

everyone in the unit hugs the ground and stay where they are.

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Turn Sequence:During a game turn, players take it in turn to use a squad. First player A moves a squad, then player B

moves one. Play alternates until everyone have acted.

If a player runs out of squads, then his opponent may move with any remaining squads.

This way, every squad gets one chance to act, every game turn.

Optional rule:

As an alternative, make a deck of cards, with one card for every squad in the game. Turn over the 

cards one at a time. When a squads card is drawn, the squad acts.

This method can be further explored, for example, by including cards representing various events,

forces under GM control and whatever else players can come up with.

Squads and actions:When a squad is activated, it may perform a move, and one of the following actions:

Rush

Fire

Recover casualties

Fight an assaultCall for artillery fire

If you choose to move your squad, then each squad member may move up to his maximum allowed

movement distance. For most infantry, this will be 6”. You can move each squad member as you

please, as long as the coherency rule is not broken. Squad members do not have to move the same

distance, and you may choose to move some, but not others.

After moving, each figure can be turned to face in any direction.

After all movement have been performed, you may then select one of the above actions.

Rushing will be explained here, because it relates directly to movement.

Normal movement represents a cautious advance, while squad members make use of cover, lookout

for ambushes and generally operate stealthily.

Rushing represents a determined dash, mad charge or desperate sprint. When rushing, the movementof the unit is increased by 4”.

For squads with non-standard movement rates, increase their move by 2/3.

If, during your move, any squad member moves into base contact with an enemy figure, the squads

are assumed to have engaged in assault combat. This ends the squads actions. Assaulting squads may

be declared to be rushing, but may not fire or undertake any other action.

Assaults are explained in more detail below.

Optional rule: Uncertain movement 

The idea that all units move a certain, fixed distance each turn is of course very artificial, but is quick 

and easy to use. For gamers who prefer more uncertainty, and who dont mind the challenge of 

thinking on their feet, instead use a basic human movement rate of D6+2. Make a single roll for the unit 

and apply that movement rate to every member of the unit that turn. Rushing adds a further D6 to the 

movement rate.

If using this system, it is highly recommendable to declare intents of movement, prior to making the roll.

This way, players will have to make reasonable estimates, or risk being caught in open terrain! 

Difficult ground:Some terrain may provide an obstruction to movement, and is referred to as Difficult Ground.

While moving inside difficult terrain, all movement costs are doubled. Thus, if you move 2”, it would

actually count as 4” of movement.

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Ranged combat:Each squad fires as a single unit, resolving its fire with one dice roll. Heavy weapons and specialist units,

such as snipers, fire individually.

Light infantry weapons such as light machine guns (referred to as SAW. Squad Automatic Weapon),

grenade launchers and similar are included in the fire effect of the squad. They are not rolled

separately.

Rather than dice for each soldier firing, as most games do, the firepower of the squad is considered.

This reflects how, in real life, only a few soldiers will actually be firing their rifles effectively.

It also avoids the situation where many games makes 3-4 riflemen more powerfull than a machinegun.

To resolve a squads fire, roll 2D6, and pick the highest roll. Do NOT add the dice together.

To resolve the fire of any individual model, roll 1D6 only. This include snipers, officers and other models

intended to or capable of operating on their own.

To this number, add any of the following modifiers that apply:

For every 3 riflemen in the squad +1

For every SAW +2

If the firing squad is Elite +2

If the firing squad is Veteran +1

Bunched up +1 per model bunched

Target is a non-combatant unit +2Target is a conscript unit in open terrain +1

Squads are considered Bunched up, if any visible squad members are less than 1” apart.

The result is your Fire Effect.

For every 3 points of fire effect, you inflict one hit on the opposing squad.

If the enemy squad is in cover, it will take 5 points to inflict a hit.

If the intervening terrain is concealing but not capable of actually blocking a bullet or energy blast, it

will take 4 points to inflict a hit.

Swarm fire: (optional rule) 

If any firing model can trace his line of sight through 3 or more models in the target squad, the target is considering to be a Swarm target. This adds an extra D6 to the overall fire effect.

Allocating hits:Players may choose either of the following three methods, but should agree on the method

beforehand. If you cannot agree, method A is the default.

A: Hits are allocated to the figures closest to the firer first.

B: Hits are allocated randomly, using dice rolls.

C: The owner of the squad may select which models are hit.

Determining damage:For each hit, you need to determine whether or not damage occur, and to what extent.

The firer rolls 1D6 and adds the Damage rating of his weapon. For most infantry small arms, this will be a

+2 modifier.

The defender rolls 1D6 and adds his Toughness rating. This will be 0 for a regular grunt in light infantry

armour. Heavily armoured or very resilient troopers receive a bonus. Unarmoured troops (militia and

civilians) have a -2 penalty.

Alien troops of extreme toughness or resiliency might have a Toughness modifier higher than what their

armour would suggest.

If the attackers score are lowest, nothing happens. The attack either bounces off, is a "near-miss" or

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inflicts a minor wound.

If the scores are equal, or the attacker scores 1 or 2 points above, the target figure is wounded.

This can be marked with a suitable marker, or the figure can be placed lying down (carefully).

Wounded figures are badly hurt, and will need medical attention to recover them to fighting capacity.

If the attacker scores 3 points higher or more, the target is killed or incapacitated outright. The figure is

removed from gameplay. If you have suitable casualty figures, you may wish to place one where the

casualty was taken, for aestetic purposes.

Fire priority:When selecting which target to fire upon, a squad has only a limited choice of valid targets from

amongst those visible to its members.

The following chart lists the number of targets possible to choose from. These will always be the closest

to the firing squad. For example, a Veteran squad must fire at one of the three closest enemy squads.

Conscript 1

Regular 2

Veteran 3

Elite 4

Depleted squads:

If a squad is reduced to only one or two men left, they suffer a -1 penalty to their damage value, sincethey cannot produce the same weight of fire, as an “effective” squad.

Range:Based on a squads quality, they have a Base Range.

Conscript 2”

Regular 3”

Veteran 4”

Elite 5”

Every weapon will have a Range multiplier. For example, a standard assault rifle might have a Range of

X5.

Multiply the weapon range with the squads base range, to find their close range.

Any fire beyond this range suffers a -2 Fire effect penalty.Maximum range is determined by the weapon, though in skirmish warfare, most weapons can fire at

any target you can see. Deduct a further -2 for shots at twice close range. Beyond this range, shots can

be considered to be too difficult and targets too difficult to make out visually, to be worth bothering

with.

If the target squad is within the Base Range (indicated on the above quality chart) of the firing squad,

add +2 to Fire Effect.

Under Fire:When a squad is fired upon, place a marker next to the squad. Alternatively, you may use small model

explosions made of coloured wool or any other method that pleases you.

The squad is said to be “Under Fire”. This state reflects how even elite troops will crouch, throw

themselves to the ground, and generally operate less efficiently under fire.

While the “Under Fire” marker is in place, the following penalties apply:

The squads basic movement is reduced to 4”.

The squad suffer a -1 penalty to all fire effect rolls.

The squad may only make a rush move if it moves inside cover, uses the move to get into cover, or falls

back from the enemy.

Under Fire markers are removed after the unit takes its next turn. Thus, to keep a unit suppressed

effectively, you will have to keep firing at them.

While the marker is in place, the squad is considered to be hugging ground, and all fire towards them

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suffer a -1 fire effect penalty as well.

Close Assault:If figures move into contact with enemy figures, the squads are assumed to be fighting a close assault.

Squads initiating a close assault are not permitted to take a fire or recover action, though they may use

an action to Rush.

If the assaulting squad rushes, they are assumed to be charging. This gives them a slight advantage,but the defending squad receives a free turn of shooting (at -2 fire effect), to represent defensive fire.

Do not place Under Fire and Pinned markers for this. The troops will be way too psyched up to care!

A squad may declare itself Rushing, even if it could reach the enemy with its standard move.

If a squad moves into contact using their regular move, they are assumed to be sneaking, moving

cautiously and otherwise making themselves difficult to kill, thus, they are not subjected to defensive

fire.

To resolve the assault, each side rolls 2D6 and pick the highest of the dice. Do NOT add them together.

Add the following modifiers:

Outnumbering your enemy +1 per extra figure

Higher troop quality +2 per level higher

Power armour +4

Charging +1

Dedicated assault troops +2

The looser of the roll-off loose the combat.

For every squad member, you may roll 1D6. If you score equal or higher than the “Kill” number below,

then one opposing figure is removed as a casualty.

Draw 4+

Win 3+

Loss 5+

Any survivors on the loosing side must then fall back 6”. On a draw, each squad falls back 3”.

If either side rolls twice the total of the other, or more, then an Overrun occurs.When overrun, the loosing squad is completely wiped out.

The squad being overrun may still roll for casualties, but will kill only on a roll of 6.

If a unit inflicts more casualties than there are enemy figures to kill, excess kills can be used to deflect

casualties, on a D6 roll of 5+.

Power armoured models may deflect any hit suffered on a D6 roll of 5+. They also receive 2 kill rolls in

close combat.

Advanced rules and effects:This section contains rules that will enhance gameplay and give a deeper and more realistic game,

but they also add additional rules and complexity. Thus you may wish to dispense with them for large

games, or while you are still learning the game system. Experiment to find your preferable game.

Heavy fire:Occasionally, a unit may experience incoming fire far above and beyond the “average” for a

battlefield.

Examples might include artillery fire, heavy tankmounted guns and similar extreme cases.

When a squad is hit by any of these weapons, rather than marking the squad as Under Fire, mark it with

a “Pinned” marker.

The squad is considered Pinned down. Pinned squads may not move for any reason, and suffer a -3 to

their Fire Effect if they fire. Instead of firing, they may call for artillery support, but at a penalty. (see

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artillery section below)

Pinned markers are removed after the units next activation.

Uncaring squads:

Some squads may be designated as Uncaring. Such units are only given Under Fire markers, if they are

fired upon by a weapon that causes Pinning. This more from the fact that they are blasted off their

feet !

Uncaring squads are never Pinned. They never receive any benefits of cover or concealment (sincethey would not bother)

Optional Rule – Fire Tolerance:

If you wish for a more realistic game, you can use the following rule:

If any fire effect roll exceeds the following total, the unit becomes Pinned.

Conscript – 10 

Regular – 12 

Veteran – 14 

Elite – 16 

Power armoured units may add +2 to the above total.

Shell fire:Heavy weapons firing explosive shells or blasts of energy are referred to as Shell Fire weapons. This does

not carry light weapons carried by infantry squads, such as grenade launchers. These are instead

counted as part of the squads fire effect.

When firing a shell, the squad must take a quality test on 1D6. The target number is:

Conscript 5+

Regular 4+

Veteran 3+

Elite 2+

If this fails, the shell goes wide and has no effect.

If the roll succeeds, roll for fire effect. Roll 2D6, but unlike regular weapons fire, the scores are added

together, unless the weapon is fired indirectly, in which case only the highest roll is used.

Add the fire effect modifier for the weapon.Any shell with a modifier of +3 or greater will inflict a Pinned result.

Kill range:

Most blast weapons have a kill range. Any unit within this distance of the target squad will be subjected

to a fire effect roll. This roll uses 1D6+the fire effect of the weapon.

Heavy Weapon squads:A heavy weapon squad consist of a number of figures, usually 2 or 3, as well as a heavy weapon, such

as a mortar or machine gun.

Heavy weapon squads may move normally, but may not rush due to the great weight of their

equipment.

Neither may they fire any weapons while moving. This reflects the time spent packing up and

deploying their weapons.

If casualties are suffered by the crew, the following penalties apply:

2 man crew: -2 fire effect

3 man crew.: 1st casualty: -2” movement. 2nd casualty: -2 fire effect.

Attached heavy weapons:

Occasionally, heavy weapons may be attached to an infantry squad. In this case, the weapons team

acts as a normal part of the squad. They may fire at a separate target if they have Veteran or Elite

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quality.

As long as the team does not move, they may fire their weapon, rolling separately, even if the normal

squad moved.

Snipers:A lone sniper functions as an individual model and may fire as a unit in itself. Snipers will normally

operate in a team, with a sniper and an observer. As long as the observer is alive and capable ofseeing the target, the sniper receive a +2 fire effect bonus.

Snipers are normally assumed to be firing and aiming repeatedly to maximize casualties. If you wish,

you may with to target a specific soldier. Roll to determine if you score at least one hit first. Then, Make

a quality test (see the morale section below). If successful, you can inflict one hit on any visible figure in

the squad. If it fails, you miss completely.

Determination:While elite units will generally fight harder and more stubbornly, they might not be willing to fight to the

last man.

For example, a veteran unit defending a remote outpost would be unwilling to fight to the death.

Likewise, a special forces platoon on their way to evac point after a mission, would avoid serious fights.

On the other hand, a mob of untrained militia might fight with fanatic zeal or hatefull determination.

This is represented by Determination. Determination levels are selected depending on the nature of the

army, the battle being fought and the general conditions of the game.

The function is to determine how many casualties (Dead or Wounded) a squad can sustain before they

are considered to Break.

Demoralized 1 casualty

Reluctant 25% of original size

Steady 50% of original size

Determined 75% of original size

Fanatic 75% of original size AND must have at least 8 casualties.

If, when activated, a squad is broken, it must take a morale test, which is based on the squads qualityrating.

Quality tests:A quality test is taken by rolling one or more dice and comparing the result to a static number.

Conscript 5+

Regular 4+

Veteran 3+

Elite 2+

The Morale test:

Roll 3 dice, and check how many of the dice score equal or higher than the squads Quality testnumber (as indicated above)

If 2-3 dice score equal or better, the squad passes its morale test and may act normally this turn.

If only 1 score equal or better, the squad must fall back. Its movement must be spent moving away

from the enemy (unless you are in cover and have no enemy within 8”) and may fire, but at a -3

penalty.

If no dice score equal or better, the squad routs, disintegrates or surrenders. Remove the figures from

play.

Loosing heart: (recommended optional)

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While a force may start a firefight aggressive and in high spirit, heavy resistance can easily swing things 

the opposite way.

This rule can be applied as the players wish, as it may or may not apply to a certain situation. Its 

recommended for human forces though.

Once an army has sustained 50% casualties or more (casualty being a killed, wounded or routed 

soldier), the force will Loose Heart, and their determination will drop one level. If already at the lowest 

level, all units must test morale when next activated.

In particularly large battles, say, more than 2 companies or however much you feel is a "large" game,you may wish to introduce an additional step, once casualties reach 75%. At this stage, the army is 

Decimated, and determination drops another step. If the force started out as Reluctant or lower, it will 

cease to function as a fighting force at this stage.

Recovering wounded:When taking a Recover action, you may assign any fit soldiers to perform first aid. It takes 2 soldiers to

aid one wounded, and each wounded can only be aided once per action.

Any soldiers not assigned to first aid may fire, but at a -2 penalty.

For every wounded, roll 1D6. The required roll is the squads Quality test rating above.

The following modifiers apply:

Under Fire -1

Pinned -2

No medic present -1

If the result is equal or 1 point higher than the Quality rating, the wounded trooper is stabilized.

Stabilized troopers cannot later be recovered, and still count as a casualty for game purpuses, but may

be left behind.

Rolling Quality rating +2 or better result in one wounded figure being restored to normal fighting

condition.

This may result in a squad no longer being Broken.

Leave noone behind!If a squad wishes to abandon un-stabilized wounded, you must take a Quality test on 1D6. If you fail,

the squad becomes Pinned immediately, for the duration of this turn only.

If you pass the test, all un-stabilized wounded are removed immediately.

Moving wounded:When moving, a squad may choose to carry its wounded with it, rather than abandoning them.

For every fit soldier, one wounded may be moved up to half the movement rate of the squad.

Wounded men and combat:A wounded soldier cannot fight in any way or form. If he is wounded again, he is killed, and the figure

should be removed from play.

Fireteams:Any squad of 6 men or more may split into two separate fireteams, provided they have Veteran or Elite

quality. Lower quality squads must stay together.

When the squad splits, it must split as evenly as possible, though weapons can be distributed any way

you please.

Breaking is counted for the full squad, with each team testing morale separately when the squad is

broken.

Fireteams must stay within 12” of each other.

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If a squad is Under fire, Pinned or has been reduced to less than 6 members, it may not split up.

Fireteams may rejoin simply by moving back into a legal coherency distance.

Officers:Officers may either operate independently, or as part of a squad, typically a specialized command

section.

Depending on the army and officer in question, he may be required to stay as part of a specific unit,or may be permitted to move and operate independently.

For combat purposes, an officer fights like any other foot trooper, but he will have an additional trait,

called Command.

There are 4 levels of Command and associated command bonus.

Insignificant +0

Basic +1

Inspiring +2

Heroic +3

If a squad contains an officer, you may add the officers command bonus to any Fire effect and Assault

roll.

In order to receive this benefit, the officer must be within coherency distance of the squad and be

declared a part of it.

This bonus only applies to basic infantry squads, as opposed to heavy weapon crews (who can be

assumed to have better fire discipline than the normal grunts)

Additionally, each officer may grant a number of morale dice rerolls, equal to his Command bonus,

per turn.

Each reroll die may be used only once during a turn.

These rerolls can only be granted to troops within a distance equal to the coherency distance of the

officer's quality level.

If an officer is within coherency of multiple units, he may spread his efforts amongst them.

Artillery support:Calling in an artillery strike requires a squad or character to spend their action doing so. The squad may

still fire, at a -2 penalty. The squad leader may not contribute to the fire.

Roll 3 dice and compare to the squads quality rating. If 2 or all 3 dice score equal or higher than your

quality rating, the artillery strike arrives immediately

If only 1 die score equal or higher, the strike is delayed. If you wish to attempt it again next turn, you

may add this success to your next roll.

If none of the dice succeed, the communication fails completely.

Squads that are pinned roll only 2 dice, when calling for artillery support.

Artillery strikes can be aimed at any point visible to the squad leader. If a strike is delayed, in order to

achieve the bonus on the next roll, the next roll must be on your next possible action, and must be

aimed at the same point.

To determine if the strike is accurate, roll 2 dice. If both score equal or higher than your artillery supportsAccuracy (typically a 3+), then the strike hits pinpoint. For each of the dice that score lower, the strike

deviates 1D6” in a random direction.

Artillery strikes have a kill radius. Any squad within this radius will be targeted by the blast. Use the rules

for Shell Fire above to determine the damage.

Remote controlled ordnance:An army may have access to remote controlled missiles, whether mounted on vehicles or power

armour units on the table, or off-table, providing ranged support. Any unit may call in remote control

ordnance against a target visible to them. This is called Targetting. To successfully target, the squad

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must take a normal Quality test. Failure means the targetting is not accurate enough to fire the

weapon.

Successfull targeting causes the missile to be launched, and strike the intended target.

Units with effective counter-measures receive a saving roll, based on the efficiency of their counter

measures (usually requiring a roll of 5-6). Damage is determined normally.

Power armoured troops:As mentioned throughout these rules, power armoured figures have a number of advantages. On the

table, power armour operates in small fire-teams, typically 2-3 figures each. 2 or 3 such teams normally

make up a squad, though the individual teams function as largely independent units on the gaming

table.

Power armoured units are affected by morale and breaking, but the total squad is considered, rather

than the individual fireteams. Once the squad has suffered enough casualties to break, each fireteam

with surviving members must test morale when they are activated.

Power armour suits are normally armed with a heavy weapon, and fire individually, as per the normal

rules for that weapon. Unless armed with vehicle grade weapons, such as rocket launchers, railguns or

tank guns, they may move and fire, with no penalty.

Each power armour trooper may fire at a separate target, but all target squads must be designated

before any dice are rolled.

Light power armour:Some settings may use lighter armoured suits that employ standard infantry weaponry rather than built-

in heavy weaponry. Suits like these will operate as a normal squad for all purposes, allthought they

receive the power armour benefits to close combat, coherency and other rules instances.

Vehicle combat:While F.A.D. is mainly a game about skirmish actions and infantry combat, there are plenty of ways a

vehicle or two could make an appearance. Be aware though, that this is not an armoured fighting

game.

Most infantry forces will be very hardpressed to deal with main battle tanks, and they will tend to

dominate any firefight, through sheer firepower.

Vehicle movement:Each vehicle has 3 movement rates. Cautious. Combat. Fast.

Every turn, a vehicle may choose which of these rates it wishes to employ. A typical tracked vehicle will

have move allowances of 10-20-30” respectively.

You may move less than the listed amount, but must move at least as fast as the lower rate. For

example, if you move at combat speed, you must move between 10 and 20 “

Vehicles may turn as often as they please.

Walkers:

Walkers only have one movement rate, which is Cautious.Walkers armed with very large weapons, such as main battle tank cannon or railguns, will not be able

to move and fire during the same turn.

Firing from vehicles:Vehicles may fire any weapons systems they carry, each firing as an individual unit. Vehicles that are

stationary or moving cautiously can fire with normal accuracy. Vehicles moving at combat speed

suffer a -2 penalty to all fire effect rolls.

Vehicles that are moving fast may fire only machine guns, and suffer a -4 penalty to any fire effect rolls.

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Tanks fitted with advanced targeting systems may fire their main gun as well, even at fast speed.

Firing at vehicles:When firing at an enemy vehicle, you roll a number of D6, trying to score equal or better than your

quality rating on as many dice as possible.

You always roll 1D6.

Add 1D6 if firing at a large target.Add 1D6 if the vehicle is within close range (unit base range x2)

Deduct 1D6 if the vehicle is concealed by terrain or hull down

Deduct 1D6 if the vehicle is beyond short range. (base range x weapon range)

Deductions that would reduce you to less than 1D6, instead add a -1 modifier to the dice roll.

If at least one of the dice rolled score equal or better than your quality number, you inflict a hit. If two or

more score equal or higher, you score an accurate hit. This causes a +2 bonus to armour penetration.

Armour penetration:For every hit inflicted on a vehicle, roll 3D6. The scores are NOT added together, rather, each D6 is

modified by the weapons penetration value, and compared to the armour of the target.

If one of the dice equal or beat the vehicle armour, you inflict light damage. 2 dice means severe

damage, while 3 dice means a system is knocked out.

Roll 1D6 and consult this chart to determine what system is targeted by damage

Roll System

1 Crew

Light: Random crewmember is stunned for one turn.

Severe: Random crewmember is killed

KO: All crew are killed or incapacitated

2 Mobility

Light: -20% movement

Severe: -50% movement

KO: Immobilized3 Weapons control

Light: -1 fire effect

Severe: -3 fire effect. -1 penalty to AT hit rolls.

KO: Main gun destroyed. All other guns suffer severe damage

4 Power source

Light: Pass 2+ dice roll every turn to operate.

Severe: 4+ roll to operate.

KO: Vehicle is incapacitated.

5-6 Hull

Light: No effect

Severe: Deduct -2 from vehicle armour

KO: Vehicle is burning. Crew abandon it.

Close assaulting vehicles:Any infantry squad that is suitably equipped may attempt to close assault a tank. This requires a Quality

test for each figure, armed with appropriate grenades, mines or weapons. Success indicates a hit is

inflicted, on any location within reasonable reach. Determine penetration and effects as normal.

Emergency disembark:If a transport vehicle is destroyed, any transported squad becomes Pinned automatically. Any fire from

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the squad must be directed at targets within 12 inches. Additionally, each transported troops is

wounded on a D6 roll of 3-4, killed on a roll of 5-6 (power armour is wounded on a 5, killed on a 6)

Vehicles and morale:Vehicles provide a significant boost to the morale of any grunt. Any squad within 8” of a Heavy vehicle

(such as a main battle tank), count as having 1 success on all morale tests they take.

If a vehicle is destroyed or knocked out, all troops within 4” must be marked with Under Fire markers.

If a heavy vehicle blows, troops within 4” are Pinned, while troops within 5-8” are Under Fire.

Typical vehicle armour values:

APC 7

Armoured car 6

Light tank 8

Medium tank 9

Main battle tank 11

Various optional rules:This section contains rules that I consider optional, use or discard as you desire.

Command Response:If this rule is in place, units will be much less responsive, once they are in the heat of the fight. This

increases realism, and reduces micro-management but it can also add more complexity and dice

rolling, as well as feel inappropriate for some genres (such as star wars) or unit types (mindless alien

hordes or robots)

Under these rules, if a unit is engaged, it must test for Command Response, if ordered to do anything

except hold its position, and fire at the closest threat.

A unit is considered engaged in any of the following situations:

Unit is Pinned or Under fire

Unit is within 20 inches of visible, active enemy

Unit is within 8 inches of enemy, regardless of visibility (blips on the scanner)

Command response is tested by rolling 1D6 and comparing to the units quality rating, as with a normal

quality test.

Any attached officer, or officer within 6 inches can direct the unit, providing a +1 bonus to the roll.

A squad that took any casualties since its last activation rolls at -1.

A squad that currently has any untreated wounded, rolls at -1

Depending on scenario circumstances, Command response values can be modified up or down from

the Quality rating.

A unit that fails its Command response roll will remain in its current position, firing at the closest target,

unless it is broken, in which case it will withdraw a regular move (though it may remain in a terrain

feature, if already located in such), and fire at the closest enemy.

If the squad has untreated wounded, and is not within 8" of enemy troops, it may choose to treatwounded.

Last Stand:No cinematic battle is complete without a last stand. If this rule is in effect, a unit may declare a last

stand.

Only one attempt can be made in a given game turn, by an army.

Roll a single D6, and compare to the units Quality. If successfull, the unit Stands.

A Standing unit may not move from its current position or terrain feature, except to regroup itself, but

may ignore morale effects and Command response, and all Pin results are reduced to Under fire.

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If the Last Stand test is failed, the unit will fall back a full move immediately, and may not fire this turn. If

the unit is currently broken, it deserts or surrenders

Crossfire:If a unit is fired upon in the same turn by two enemy units, more than 90 degrees apart, the unit must

successfully test Quality on 1D6 or become Pinned

Tactical deployment jets:Frequently referred to as jump jets, jump packs, boosters and similar, this term covers any technological

device that permits powered jumps and leaps, rather than true flight.

These must normally be fitted to power armoured troops, as regular units would endanger themselves

far too much, as well as the more mundane problems of weight, power and vulnerability.

Rather than performing a regular move, a unit with TDJ's may perform two types of aerial movement.

They may either Leap or Bound.

Leaping refers to a single powered leap, usually used to cross obstacles. The figures may move up to

12” on a Leap, clearing obstacles up to 6” in height. Taller obstacles can be crossed, but each 1”

added to the height will reduce the jump length by 2”.

A Leap may not be used to enter close combat, and the unit may not perform any other action on the

same turn.

Leaps occur very rapidly, and thus, the vulnerability of airborne troopers is waived for purposes of

gameplay.

Bounding is a series of shorter jumps, usually performed to quickly cover open ground. Bounding troops

may move a total of 18”, divided into 3 individual bounds of up to 6” each. Each bound must be taken

in a straight line, and may clear obstacles up the height of the bounding figure, but no higher.

Bounding troops that are at least Veteran quality may fire, but suffer a -2 penalty to their fire effect.

Its legal to perform a Bounding assault. This gives the benefits of charging into assault, but unless the

enemy is Elite quality, or power armoured, they roll only 1D6 when determining the fire effect of their

defensive fire.

Wounded

Wounded may be transported in the normal fashion, requiring 2 figures to transport one wounded.

Deduct 2” from Leaps and 1” from each Bound when carrying wounded.

Sentry guns:Automated sentry guns are a mainstay of military science fiction, and may be found guarding many

installations and fortified positions.

Sentry guns must be given an AI rating from the following chart:

Grade Maximum range Equivalent Quality

Grade 1 12” Green

Grade 2 24” Regular

Grade 3 36” Veteran

Grade 4 Weapon range Elite

Each sentry gun is fitted with a single heavy weapon, picked from whatever weapons are available to

the army in question. Sentry guns cannot move under their own power, instead they are fixed to their

initial position.

Sentry guns are automated weapons systems, and as such function slightly differently from other troops.

Instead of being activated like an ordinary unit, sentry guns fire at the end of every game turn, if they

have a valid target available to them.

Each gun will fire at the closest priority target within its maximum range, as given on the chart above.

Guns with multiple purpose weapons, capable of engaging both infantry and armour must be given a

target priority. This can be either Infantry, Vehicles or anything else that is acceptable to both players.

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Guns without priority given will simply fire at the closest target they can affect.

Grade 4 guns are operated by flawless AI modules and may fire at whichever target the player desires.

Sentry guns as support weapons

Infantry squads may call in support from a sentry gun. To do so, roll a quality test on 1D6 for the squad.

If successful, the squad may call the weapon to fire at a selected target as part of the squads

activation.

Guns firing in this fashion may not fire on their own at the end of the turn however.The target must be within the maximum range of the sentry gun however.

Manual override

Any figure within 1” of a sentry gun may manually override the system, and direct the gun to fire at any

observed target within weapon range. This must be part of a dedicated fire action (not another action

that permits weapons fire), though a separate target may be selected for the sentry gun.

Note that enemy sentry guns cannot be overridden, except by engineers and other specialist infantry.

Smoke grenades:Default FAD assumes that most troopers carry advanced enough sighting and visual enhancement

gear, that smoke grenades are going to be of limited use. If your campaign dictates otherwise, or if

more advanced "blind" ordnance is available, treat any such equipped squads as follows:

Laying a smoke screen takes the place of any regular firing the squad would have done, but can be

performed before a move, rather than afterwards, if desired. Rather than mark specific points, place a

counter (a small ball of cotton is a good visual piece) in the direction that the screen is being laid. The

squad will be completely screened from that direction, unless the enemy is within short range, in which

case they may still fire, but rolling only one D6 for their fire effect.

Each squad so equipped can lay down only one effective smoke screen, during a battle. A second

screen can be deployed, but it is limited to only the second effect listed above (fire reduced to D6).

Drop troops:

During battle, troops may be deployed from the air in a number of ways, from parachutes, to antigravity modules, jump jets slowing their fall, or other even more ingenius fashions.

Regardless, for game purposes, they are all summarized into one category. Players are free to make

amendments to reflect specific types of deployment.

A Drop unit is not deployed on the table initially. Instead, at any point, when its your turn to activate a

unit, you may declare that a drop unit arrives. Select a target point on the table. This point must be at

least 6” away from any terrain features and enemy figures.

Make a Quality test on 3D6 for the dropping unit. The number of dice that equal or beat the Quality

rating determines the success of the jump

0 successes

The drop is a massive disaster. Any enemy squads within 12” of the drop may fire immediately, provided

they have not yet been activated, counting as their activation for the turn. The drop squad becomesPinned automatically as it lands. Roll 1D6 for each figure. On a 6, the figure has become a drop

casualty

1 success

The drop has attracted fire as above, but all fire suffers a -1 penalty to fire effect.

The drop squad becomes Pinned and must test for casualties. However, drop troops wearing powered

armour cannot become drop casualties.

2 successes

The landing goes smoothly, if not perfectly. The squad becomes Under Fire.

3 successes

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By the book! The squad lands smoothly with no ill effects.

After making the drop, the squad may not do anything further this turn, and will suffer whatever

suppressive effects of the drop on their next turn.

Personalities and exceptional troopers:Scifi stories and movies are replete with heroes and personalities, and our gaming would be rather dull,

if it didn't take these into account. To a large extent, these things are up to the individual players, when

they collect, convert, paint and field their armies, and in the scenario's and missions you write.However, for those who want to add a little extra space or touch, here's something for you. If using

these rules, its worth paying particular attention to any Personalities, and taking extra care that they

survive the battle. After all, they do, to a miniscule extent, represent you as the player.

This system can be used to generate a trait for a specific trooper, or to enhance a soldier in a squad

that performed particularly well. In smaller missions, players may enjoy having a named individual in

each squad, giving more character and emphasis. Any special individuals should be visibly noteworthy,

and must be given an appropriate name. It is recommended that random casualty allocation is used

with these rules, but they will work fine with any system.

D6 roll Trait

1 Sharpshooter Squad receives +1 to fire effect2 Brawler +1 casualty roll in assaults

3 Tough Armour is increased by +1

4 Medic Free wound recovery roll each turn

5 Rogue May be outside squad coherency, as long as he is within 8" of a squad member

6 Motivator May reroll one morale test per game.

If the special trooper becomes a casualty, roll a D6 after the game. On a 5-6 he survived, and is allright.

Otherwise, he is either killed in action, or so badly mangled that he gets sent home.

In a similar vein, a squad can be given a trait, to further set it apart. In larger games, this should be kept

to a certain limit, to avoid undue record keeping, or reserved for campaign play.

D6 roll Trait

1 Grizzled Squad counts Determination as one level higher

2 Shock unit +1 to assault rolls

3 Field craft When fired upon, may withdraw D6". Measure range after withdrawing. If roll is a

5 or 6, unit becomes pinned

4 Swift Add 2" to basic movement.

5 Hardened Ignores "under fire" untill first casualty taken. May abandon wounded without roll.

6 Infiltration Receive a free move after deployment. +1" to coherency.

Anime combat rules:FAD is quite flexible, and can handle a variety of situations and themes. For playing games based on

anime concepts, shows, movies and games, you may wish to consider the following rules and options:

No wounded. Any roll that beats your armour means you've been blasted. The exception are

personalities that are down to their last life point (see below)

Each side should have plenty of individuals and personalities, roughly 1 per 2 squads, or even more.

Personality models move and operate as their own squads. Most will propably be fitted with jump

capable powered armour. Any personality model will have from 2 to 5 life points. Any damage result

that would kill the figure, instead simply deducts one life point. This applies even for anti tank weapons,

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and such likes.

A wounded personality may not move, but may fire at the closest target, rolling only one D6 for fire

effect, however.

Each player nominates one personality as their hero / villain. The hero can never be pinned or "under

fire", and always moves 2 inches faster than normal troopers of his type.

The ultimate goal of the hero / villain is of course to battle his opposing number. At the beginning of

each turn, if two heroes can see each other, they will exchange fire, each receiving a bonus fireaction, simultaneously. After resolving this, each side may then act normally, with each hero receiving

their regular activation and action, as normal.

When fighting regular troopers in assault combat, the hero never receives a penalty for being

outnumbered. If a hero takes damage in an assault, he marks off a single life point, and then

disengages by moving 6 inches in any direction.

Regardless of armour and defense values involved, a damage roll of a 6 will always damage the

target. Nothing is impervious to a determined or lucky attacker!

Low tech warfare:FAD generally assumes a reasonably high level of technology, including, most importantly,

communications and information relay. For conflicts where this may not be the case, including manyhistorical games, a few modifications may be in order. These can also be applied to low tech troops or

species in scifi games. This section will be expanded upon, periodically.

For such games, using the variable movement rule is highly recommended, as troops are likely to be

more erratic, when they dont have a complete overview of their surroundings.

For troops armed with slow firing, manual action or self loading weapons, roll only 1D6 when firing on

the move. Roll normally, when firing stationary.

Where the designer talks:

FAD has a lot of different components to it, and many of them were borrowed from, or inspired by,something else out there. Im sure you will be able to recognize something and go "I know where that

came from" and you would likely be quite right.

The overall goal has been to provide a game that is easy to play, fairly intuitive, and which reflects

what I consider important elements of infantry combat. To this end, the game propably feels a lot like

"vietnam in space" and I must declare quite guilty at that, as this is the type of scifi combat I find most

interesting. Whether the game succeeded or not, is up to the individual to decide, but i think it does.

One question that may arise is the absence (almost) of opportunity fire. This is quite intentional. In a

game where activations alternate, I dont feel they are all that nescesary, and they can have a

tendency to discourage maneuver, and leap-frogging from position to position, something that I find

makes the game dull, without nescesarily making it more realistic.

For charging units, the rules do permit a solid burst of gunfire, before contact is made, which makes

any assault move a bit more of a tactical problem. Do you advance in haste, braving the defensive

fire, or do you move cautiously, possibly delaying your overall plan ?

The rules have a lot of optional and alternative bits and pieces. I think these are important, as they give

the players more options, and in many cases, there were simply more than one cool way of doing

something, so I decided to include both.

An important point to mention:

When creating alien forces and life forms, be carefull not to fall into the trap of making them humans

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with different guns. Aliens should ideally be different from us, and it bears tinkering with the various

morale and combat rules, to actually make them behave in a radically different manner. That way,

you will have a result, much more enjoyable and unique than a simple +2 to damage or what have

you.

When coming up with stuff like this, dont be afraid to change things, untill you have the result that

works for you.

A stroll down memory lane:These rules have been a long long way in the making. It all started years ago, in high school, after I

played the excellent video game Incubation : Time is running out. It plays fairly similar to the popular

XCOM, and I was immediately inspired to write (yet another) set of wargame rules to play with. The

resulting game was quirky (you had to record hit points and ammo for each soldier!) but quite fun, and

we had a good time with it. The rules were titled Operation Xenophobe, and the original background

(which would eventually develop into the present-day FAD universe) had a very basic premise of aliens

and the elite troops fighting them. Despite that fact, the only armies we ever did was humans!

Time passed, and the desire for something else came. I rewrote the rules a lot, and ended up with a

rather detailed set of rules, that worked for platoon level scraps. With a few different army lists, and a

reworked background that fit earth-like conflicts, they proved quite popular with my friends. Eventually

the title was changed to Strife.

This incarnation (the third, sort of) is the smoothest and slickest, and definately has benefited from my

additional exposure to wargame rules, and design concepts. The background isnt all that different, but

I kind of like it, the way it is now.

This version also includes far more commentary, criticism and excellent suggestions from players and

friends, large amounts of which have made its way into the rules, in one way or form. One good

example is the targetting restriction rules, based on quality.

My failure to mention you by name is no indication of disrespect, merely acknowledgement that your

numbers surpass my memory.

Various charts and informationBasic Infantry small arms:Weapon Range Damage

Assault rifles x5 +2

High-tech rifles x6 +2

Low-tech rifles x5 +1

Assault carbines x4 +2

Submachineguns x2 +1

Gauss rifles x6 +3

Handguns x2 +0

Squad support weapons:Weapon Max range. Fire effect

Squad automatic weapon as infantry +2

Grenade launcher 20” +1D6

Rifle grenade 10” +1

Flamethrower 6” +1D6

Target must test morale next turn, even if not broken. Extra killroll in assaults.

Marksman as infantry Scores one hit on a D6 roll of 5+.

Assault shotgun 6” +1 Extra killroll in assaults.

Plasma rifle as infantry 0 +1 damage to first two hits.

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Heavy weapons:Weapon Range Fire effect Anti-tank Damage Crew

Heavy machine gun x8 +2 +1 +4 3

General purpose MG x7 +3 - +2 2

Sniper rifle x8 +0 +1 +3 1

Auto-cannon x10 +0 +2 +6 3

Chaingun – carried x4 +5 - +2 2Chaingun – mounted x7 +7 - +2 vehicle

Light railgun x12 +0 +5 +4 3

Railgun x15 +0 +7 Auto-kill vehicle

Shell firing weapons:Weapon Range Fire effect AT Damage Crew Kill range

Light mortar x15 +0 - +1 3 2”

Heavy mortar x25 +1 - +2 3 3”

Missile Launcher x8 +1 +4 +2 2 2”

Light cannon x10 +0 +3 +2 3 2”

Medium cannon x12 +1 +3 +3 4 3”

Heavy cannon x15 +3 +4 +3 vehicle 4”

Basic armour types:Unarmoured -2

Light 0

Improved +1

Heavy +2

Powered armour +4

Assault armour +6

Complete Fire Effect modifiers chart:

For every 3 riflemen in the squad +1For every SAW +2

If the firing squad is Elite +1

Bunched up +1

Swarm fire +1

Target under fire -1

Under fire -1

Pinned -3

Falling back -3

Recovering -2

Calling in artillery -2

Beyond close range -2

Defensive fire -2

Powered armour benefits summary:

6” coherency distance.

Deflect assault hits on a roll of 5+

2 kill rolls per model in assaults.

+2 to Fire Tolerance (optional rule)