I'm working on this game, where players have small teams of around 5 miniatures. the minis will be represented by facedown cards, until they are reavealed (or spotted). these are the rules i have for it so far. i really wanted suppression to play a big role in this game but i dunno if i've gotten it where i want it yet. the game is d6 based, any suggestions would be great.
minis are represented by face down cards until they are within line of sight of an enemy. they are then replaced by a mini. the mini can be placed within 6" of the card. players will also have face down decoy cards dicated by scenario or point costs.
basic combat rules.
TO-HIT
characters will have a ranged attack skill ranging from (3+, 4+, 5+) 3+ hitting on a d6 roll of 3,4,5, or 6 for example.
This roll is modifyed by the following (+1 being 1 added the skill roll, a skill of 3+ with a +1 is now a 4+:
-1 if range of target is <12" (close range)
+1 if range of target is > the range stat of the weapon used (ranging from 16-32")
+1 if concealed (trees forest ect.)
+1 if unrevealed (for whatever reason you are firing on a model that is still represented by a card, other rules still considered will use this)
the player taking the hits must then make training saves for every hit.
training save is the ability of the character to use cover, armor, ect. it will range from 3+, 4+, or 5+
-1 to this roll if they are in hard cover (different from concealment)
Damage:
most units have 10hp as their hp goes down, their stats decay.
Suppression:
a character gets a suppression counter for every hit they take (wounding or not). at the beging of a characters activation, they make a leadership roll (yet another stat) for every counter on the character. for every passing test a counter is removed. any remaining counters are left.
Yet to be decided: a character gets a -1 to hit, movement, ect. for every suppression counter on them.
weapon examples:
Rate of fire if
moved/stationary Range
SMG 3/5 18"
Rifle 1/4 24"
HMG 0/6 32"
this is the very fist draft of the game, nothing has really be tested yet and nothing is really decided yet. after ALOT of brainstorming this is what i ended up with. some weapons will do more than 1 hp of damage but that is for later testing to decide. the only part of this that i am not happy with is the suppression rules, i want a system that is more than pinned or unpinned. i want it to reflect a range of suppression, i'm having trouble coming up with a system that is not too complicated or hard to remember. I have tryed to cram as much realism and depth into the game as I can without making the rules too complicated or hard to remember. I've created a system that gives you 3 range bands with really only one number to remember bc 12" is short range for everything. so tell me what you think.
it is intended to be 1 man one model. I haven't gotten to test the game yet, and 10 maybe too much, i just figured it would be a good starting point for testing. I really didn't want to do hit location, unless it felt like it needed it after testing (i've got some ideas for making that streamlined too). I also plan to give weapons damage stats, but i wanted to test the game with everything doing 1 dmg to get a feel for it. what do you think of the suppression?