SWAT Micro Skirmish Wargame
Inspired by this post on Numbers Aren’t Real and all the Ground Branch I’ve been playing with my brother.
Alternating activations.
Operators have 2 HP,
Basic shoot mechanic: roll dice, check result.
- 6+ is a hit
- 4 or 5 is pinned
- 1, 2, or 3 is no effect
Remove number of dice rolled from ammo.
If pinned, can’t move.
If in cover, hit results count as pinned instead.
Ranges:
- Short = 6”
- Medium = 12”
- Long > 12”
Each turn, move 6” and take one action:
- Shoot
- Bolt action, pump, etc = 1 ammo per shot max
- Semi-auto = 3 ammo per shot max
- Full-auto = as many as in magazine
- Sprint: move 1d6”
- Reload: restore all ammo
- Aim: next shoot action uses one die size bigger
- Overwatch: free shoot action against next enemy in line of sight (can interrupt moves)
- Switch Weapon: swap between weapons or gear
- Use Gear: throw grenade, use first aid kit, etc.
Equipment
- Ballistic plate: +1 HP
- First aid kit: restore 1 HP
- Flashbang: short range, targets can’t act this round
- Smoke: short range, line of sight blocked by smoke
- Frag: short range, d10 attack
- Ballistic shield: moveable cover in one direction, heavy (1/2 speed)
Weapons:
- Assault Rifle: ammo 6d6, full-auto, medium range
- SMG: ammo 9d6, full-auto, short range
- Pistol: ammo 3d6, semi-auto, short range, quick draw (free action to swap and shoot)
- Sniper Rifle: ammo 3d8, bolt action, long range
- SAW: ammo 12d6, full-auto, medium range, heavy (1/2 speed)
- Shotgun: ammo 9d6, pump action, short range, use three ammo per shot, can’t aim
Classes:
- Breacher: You carry a breaching charge. Use it to make an entryway wherever you want.
- Medic: First aid kits you carry gain an additional charge.
- Marksman: You can aim twice in a row (next shoot action uses two die sizes bigger).
- Squad Leader: You can give up your action to allow an ally to act on your turn (even if they’ve already acted this round).
- Grenadier: You have an underbarrel grenade launcher on your assault rifle. You can fire grenades at medium range.
- Scout: You move 2d6” when sprinting.
- Drone Operator: You have a quadcopter drone with 1 HP and move 12”. Spend your action to control it.
- EOD Tech: You have a bomb disposal robot with 3 HP, move 3”, and a mounted SMG. Spend your action to control it.