Gunplay - Simple Skirmish Rules

Gunplay is meant to be a fast set of generic skirmish rules for simple tabletop skirmish games. These rules can also be used as a fast combat system for convention games, or as a simple replacement for overly complicated combat rules in your otherwise favourite game.

This is just one of several sets of intermediate modules. Add the parts you like to the basic rules and ignore the rest. For the basic rules click HERE.




Extra Difficulties

In order to expand the rules there needs to be a greater range of results for the Difficulty Level tests. For this to happen the game needs to add a couple more levels, Extreme and Trivial.

Impossible Extreme (12) Hard (9) Moderate (6) Easy (3) Trivial (0) Automatic

You will notice that the two end ratings still cannot pass (Impossible) or cannot fail (Automatic). The next two (Extreme & Trivial) can be considered to be almost the same as automatic and impossible since their target numbers have the same effect, except that they MAY be modified.

Extra Damage

In the basic rules your character receives one wound whenever hit by your opponent's shots. With the Extra Damage module this changes so that your character receives a number of wounds equal to the damage rating of the weapon that hit them.

Extra Toughness

The Extra Toughness module is used along with the Extra Damage module. With Extra Toughness whenever your character successfully stays"up" after rolling a Toughness test they also take one less wound than normal from the shot that hit them.

Glancing Hits & Solid Hits

This module changes the idea that all hits are the same - there are now "Glancing" hits and "Solid" hits. In the basic rules all hits are actually Glancing hits and with this module regular hits are still just Glancing hits. However, Solid hits occur when you roll high enough that you would have succeeded even if the shot had been one Difficulty Level harder than it actually was. The Damage rating of a weapon getting a Solid hit is 1 greater than listed. Using the Extra Damage module is recommended if you choose to use Solid Hits.

Skill Specialization

In the basic rules shooting is represented by the Firearms skill, which has a maximum level of 2. This skill is used for all types of shooting because it actually represents skill in the very basics of using firearms. This allows the one skill to be used for all types of shooting. However, once you've gone beyond the very basics you need to specialize in order to advance any further in shooting skills.

Once a character has the Firearms (2) skill, these other skill options become available - Rifle, Shotgun, Pistol, and Special. All further increases in the Firearms skill must be taken in one of these specialized shooting skills. The new skill starts with level 3 since the 2 levels of basic Firearms counts towards the new specialized skill. This new skill now advances like normal and the old skill of Firearms (2) still counts for all other shooting skills. The Special option is unique to each special type of weapon, such as flame thrower, LMG, grenades, etc.

For example, a character with the Firearms (2) skill gains another shooting skill increase. At this point they cannot increase their shooting to Firearms (3) so they must choose to specialize. Since the miniature is cast with a rifle, the player decides to choose the Rifle skill and the character gets Rifle (3). If they gain another shooting skill increase later they are not limited to the Rifle skill. Instead of choosing Rifle (4) they may choose to spread out their specialization and instead pick Pistol (3).


danabbott32@yahoo.com index not done yet