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.