Home Forums Sci Fi General Sci-Fi Fire combat in Clash on the Fringe explained

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  • #36482
    Ivan Sorensen
    Participant

    A bit of shameless self-promotion here.

    So you’re interested in Clash on the Fringe, but aren’t sure how the business of actually shooting dudes works?
    Let me help you out.

    When a squad is activated, they can pick one of several orders.
    There’s the default “Engage” order, which lets you move and fire normally, as well as options for advancing cautiously, regrouping, sneaking and rushing into close combat.

    When our squad is active, each figure carries out their actions in turn.
    As games are small, (20-30 figures per side), each figure acts and resolves their actions in turn.

    When you shoot, you can fire at one of the two closest infantry, vehicle or monster targets, for, potentially, 6 targets to pick from (but that’s a real bad day!).

    Rolling to hit is a simple D10 roll against our Training score, modified for weapon range and cover. There’s not generally a lot of modifiers going on.

    Any 10 on the firing dice force the target to go Heads Down (pinned).

    If we hit, the target checks for Survival (based on their Survival score and the weapon Penetration). Losers get removed. If they are heroes, they go to their Hero injury table which can have a few outcomes.

    Of note, allmost all fire uses an area of effect template.
    So a basic infantry rifle may affect a 1”x3” area, allowing you to fire deep into a squad.
    This makes confined conditions very dangerous and serves to really reward outflanking the enemy. When each of your soldiers is getting shots at 2 or 3 enemies, bunched up, you really feel the danger of a modern battle field.

    Of course, weapons are differentiated by a number of traits and conditions, such as Heavy, Swift, Pin Point or Suppression.
    These are universal traits. We’ve tried to avoid having any guns use unique rules just for that weapon.

    Hope that helps. As you can see, the aim is to be quick and messy without slowing down the players on a long list of modifiers.

    As a bonus, the 1-10 scale makes it pretty easy to convert things over, if you can translate the original game stats to a percentage scale.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #36484
    Mike
    Keymaster

    Cheers, so good for Star Wars type games with heroes versus lots of rubbish stormtroopers?

    #36485
    Ivan Sorensen
    Participant

    Yeah, you could set storm troopers to have high discipline and morale but give them low training. They’ll fight and die as they are commanded, but won’t do so very well 🙂

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

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