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Presents

SCI-FIGHT

By Nick Grant and Mark Ottley

Introduction

Tools of the Game
Tools of the Game

What follows is a simple set of 25mm Science Fiction skirmish battle rules, where one miniature represents one individual. They are intended to be fast and furious with no bookkeeping. If you’re hit, you’re out!

All that is needed are some 25mm miniatures (although 15mm figures will also work with a minimum of changes), some suitable sci fi looking terrain, some normal 6 sided dice and a measuring tape.

Distances are measured in inches simply because they are easiest to see on my tape!

Unit Organization

All figures must be grouped into squads (of between 4 and 8 or so – generally, the more heavily armed and/or armored the squad members, the smaller the squad).

They must stay within 3" of another squad member, with the exception of company commanders, and specialists (such as snipers), who may move independent of any other figure.

 

 

Denizen Khiff Advance
Denizen Khiff Advance


Amour

Each figure is assigned an appropriate armour type as follows…

Khiff Leader - notice the lack of armour...

None

 

Flak

Plate

'Droid

Vehicle

Weapons

 

WEAPON

RANGE

BLAST RADIUS

Denizen Marine with a Flamer

Pistol

18"

-

Shotgun

12"

2"

Assault Gun

36"

-

Flamer

10"

2"

Heavy Gun

48"

1"

Hand Grenade

8"

2"

Grenade Launcher

18"

2"

Rocket Launcher

48"

1"






Turn Summary

Each player takes alternate turns. The player with the larger force is assumed to have the initiative and takes first move. Otherwise, simply roll a dice. Highest number wins the initiative.

  1. Stand Watch - A figure may be ordered to stand watch. Those figures may not move or shoot this turn, but may open fire on any enemy in range during their opponent’s turn.
  2. Movement and/or Shooting – A figure may move and/or shoot, or shoot and/or move. They may not move, then shoot, then move some more.
  3. Hand to Hand Combat – (if any)
  4. Morale Checks

Movement

 

Full Move

Move & Fire

Humanoids

8"

4"

‘Droids

4"

4"

Bugs

12"

6"

Vehicles

16"

8"

Note: Rough Going - Minus 50% Move

Marines Moving Cautiously through some Ruins

Shooting

The figure firing selects the nearest enemy that is within range of their weapon, rolls one dice, and applies the following modifiers to the roll…

Basic Number to Hit

3+

Dice Modifiers

Range is Over 12"

-1

Target is in Soft Cover

-1

Target is in Hard Cover

-2

If Caught in Blast Radius

-1

Shooter is Elite

+1

Shooter is a Leader

+1

Shooter is Green

-1

Bugs Shooting

-1

Note:

  • Hard Cover is counted as soft against rockets.
  • Heavy guns roll 2D6 against the primary target. This is to simulate the large volume of fire these weapons produce. Only roll 1D6 against those in the blast radius, however.
  • ‘Droids roll 1D6 per weapon.

Fry 'em! - Denizen Marines toast some (15mm) Frei Korps Bugs...
"Fry 'em!" - Denizen Marines toast some Frei Korps Bugs...

Damage

If the total is 3 or greater, a hit has been achieved. The defender then rolls one dice and checks the following damage table to assess the affect of the hit.

If the number stated or above has been achieved then the target has escaped destruction…for the moment.

ARMOR/
WEAPON

None

Flak

Plate

'Droid

Vehicle

Pistol

5

4

3

2

-

Assault Gun

5

4

3

2

-

Shotgun (Direct Hit)


5


4


3


2


-

(Blast Area)

4

5

6

-

-

Flamer (Direct Hit)


6


6


4


-


-

(Blast Area)

5

5

3

-

-

Heavy Gun
(Direct Hit)


6


5


4


3


2

(Blast Area)

5

4

3

2

-

Grenade (Direct Hit)


5


4


3


2


2

(Blast Area)

4

3

2

2

-

Rocket (Direct Hit)


6


5


5


4


4

(Blast Area)

5

4

4

3

2

Note: These Numbers can be altered to suit.

Close Combat

Each player rolls 1D6, and adds the following DM’s. The player with the highest total score eliminates the opposing figure.

1D6

Dice Modifiers

Pistol

+1

Hand to Hand Weapon

+2

Bugs

+3

Company Commander

+2

Squad Leader

+1

Elite

+1

Green

-1

Anyone Home?  Some Denizen Federation Troopers check out the neighborhood
Anyone Home…?

Morale

When any squad has received greater than 50% casualties, that squad must roll on 1D6 for its morale/reaction at the end of that and each following turn.

Basic Number to Roll

4+

Dice Modifiers

If within 3" of Company Commander


+2

If squad leader killed

-1

If the squad fails to make the required roll, that squad will not be able to move or fire until it makes a successful roll in a subsequent turn. However, even if the squad’s morale is broken, the squad leader (if still alive) is still able to function, as long as they stay with the squad.

Game End

The game ends when one side has met the conditions for victory, as determined before the start of the game. Usually, in an all out encounter, this means the victor is the player who simply has one or more unbroken squads whilst their opponent has none.

 

Optional Rule Variations

Feel free to fiddle around with these rules. Some possible variations could be...

  • For a quicker game, alter the basic to hit factor to 4, and if a hit is achieved, the target is eliminated if it fails an armor save throw, such as:

    Armor Save Rolls

    Flak

    6

    Plate

    5

    ‘Droid

    4

    Vehicle

    3

    (Alter the armour save numbers to suit the time available to play.)

  • Alter some figures abilities to reflect some specialist skills/character, such as:

    • Snipers
    • Can shoot at any figure within their weapons range
    • Add 1 to their DM's to Hit

    • Personalities
      (e.g.: Cat Woman)

    Denizen [Sci Fi] Adventurer/Ganger - A Cat Woman, so to speak
    • Add 50% onto Movement rates
    • Minus 1 DM on opponents roll to Hit when shooting
      (ever tried to shoot a cat?!)
    • Add 1 DM on Close Combat roll (increased agility)

     

  • Instead of using a set measurement for movement, allocate Action Points with which each figure can move, shoot, open doors, help fallen comrades, and anything else that may be required. For example:

    Action Point Allowance

    Humanoids

    8 AP

    ‘Droids

    4 AP

    Bugs

    12 AP

    Vehicles

    16 AP

Action Point Costs

Movement

1 AP per inch

Shooting

4 AP

Standing Watch

Full Allowance

Opening Doors

1 AP

Setting Charges

2 AP

Carrying Fallen Comrades

3 AP

Note

  • Rough going costs double movement points
  • 'Droids are able to move and shoot, without additional penalties
  • The cost of carrying a fallen comrade is additional to the movement cost of the figure carrying their mate.

Acknowledgements

The Khiff and the Marines were painted by Mark Ottley. David Wallace painted the Venutians and Federation Troopers, while Nick Grant painted the Adventurers and the Bugs. Thanks guys!

Denizen Venutians pay a visit with some Federation Troopers
"Knock Knock"

"Who's There?"

(Some Denizen Venutians pay a visit on their Federation Trooper cousins...)

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