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UNITS

UNIT TYPES     
There are four main unit types in SkirmishCorps.

Foot-UnitFOOT-UNITS
Not surprisingly foot-units typically have feet and operate on foot. Most humans and similarly sized humanoids fall into this category.

MechMECHS
Mechs are mechanoid (mechanical humanoid) machines, typically three or more storeys high. They normally have two arms and two legs and usually require a pilot to operate them.

RobotROBOTS
Robots come in all shapes and sizes and their main distinguishing feature is that they are autonomous machines. However, robots are usually also categorised either as foot-units, mechs or vehicles, depending on their capabilities.

VehicleVEHICLES
If it usually requires a pilot to operate, has wheels, has wings but not arms or legs, it's a vehicle. Vehicles are usually mounts or transport for foot-units.


STATS
In SkirmishCorps, most units have seven characteristics, known as stats. These measure a unit's Speed, Markmanship, Close Combat ability, Strength, Defence, Reactions and Courage.

They typically have a rating from 2 to 12 but in some rare cases a stat may be less than 2 or greater than 12.


SPEED (SP)
How far a unit can move in a turn, in inches. Most units can go faster than their SP in a turn, or choose not to move at all.
Speed
Movement Rates
Base SP is the maximum allowed distance to move when jogging on foot or in a mech, or cruising in a vehicle. Other movement rates are possible.

Foot-Unit or Mech
Vehicle Speed Ranged Modifier to Hit Ranged Modifier to Be Hit
Sneaking NA SP/2 None None
Jogging Cruising SP
None None
Running Rushing SP +3
-2 -1
Sprinting Flat Out SP x2 Can't make ranged attacks -4

  • A foot-unit choosing not to move allows a ranged weapon to be aimed and fired.
  • Sneaking increases a foot-unit's chance of not being targeted by enemy units.
  • Running reduces accuracy of any ranged attacks the foot-unit makes and reduces the chance of being hit by a ranged attack.
  • Sprinting normally makes it impossible for a foot-unit to use a ranged attack and makes it even more difficult for the unit to be hit with a ranged attack.
  • Foot-units and mechs with an SP of 4 or less cannot sprint. Vehicles with an SP of 4 or less cannot go flat out.
  • Mechs cannot sneak.

MARKSMANSHIP (MA)
How accurate a unit is at making ranged attacks, such as with a firearm or throwing a grenade.
Marksmanship
Roll to Hit
The standard test for hitting a target with a ranged weapon is to roll 2D6 and compare the total to the shooting unit's MA. If the total is equal to or lower than MA, the shot hits. If the total is greater than MA, the shot misses.

Modifiers
The shooter's MA may be modified by certain factors, such as how fast they are moving, how fast the target is moving, how big the target is, the range to the target and whether the target is in cover.


CLOSE COMBAT (CC)
How good a unit is in a hand-to-hand, face-to-face fight, whether unarmed or armed with a melee weapon.
Close Combat
Close Combat Range
To engage a target in close combat, normally the attacker and defender must be in base-to-base contact. However, some melee weapons have a greater reach that extends the needed range.

Roll to Hit

The standard test for hitting a target in close combat is to roll 2D6 and compare the total to the attacking unit's CC. If the total is equal to or lower than CC, the attack hits. If the total is greater than CC, the attack misses.

Modifiers
The attacker's CC may be modified by certain factors, such as how fast they are moving, how fast the target is moving, how big the target is and whether the target is in cover.


STRENGTH (ST)
A unit's strength primarily determines the amount of damage they can cause in close combat. It also determines the range of thrown weapons, such as grenades.
Strength

Close Combat Damage

A successful close combat attack does an amount of damage equal to D6 plus the attacker's ST plus the damage rating of a melee weapon being used for that attack.

Example 1: Attacker A has ST 3 and is armed with a shortsword that does 1D6 damage. He successfully hits Defender B with an attack with the sword. Damage inflicted is therefore the total of 2D6+3.

Example 2: Attacker A has ST3 but is unarmed. He successfully hits Defender B with a punch. Damage inflicted is therefore the total of D6+3.

Thrown Weapon Range
Unlike most ranged weapons, the range brackets of thrown weapons are not fixed and are determined by the thrower's ST as follows:

Bracket Range in Inches Modifier To Hit
Short ST +1
Medium STx2 None
Long STx3 -2
Extreme STx4 -4

Example 1: Thrower A has ST 4 and wants to throw a grenade 9 inches. Medium range for the throw would be 8 inches (4x2). This throw is therefore at long range, with a -2 penalty to the roll to hit.

Example 2: Thrower B has ST 5 and wants to throw a grenade 10 inches. This will therefore be at medium range (5x2) and has no modifier to the roll to hit.


DEFENCE (DE)
Resilience, toughness and armour. How well a unit resists harm and injury from damage.
Defence
Damage v Defence
Typically any attack that successfully hits a defender causes damage. Normally if the amount of damage is equal to or less than the defender's DE, the defender is unharmed by the attack. The attack 'bounces off' or is 'deflected' by armour or is just a graze that the defender shrugs off without concern.

Defence in Close Combat
A defender's DE is doubled against damage from an attack in close combat. Some melee weapons have penetration, which is deducted from DE after it has been doubled.


REACTIONS (RE)
Agility, reflexes and perception. How quickly a unit reacts to events and how alert they are is to their surroundings and circumstances.
Reactions

Dodge/Parry

A foot-unit that is not prone may attempt to dodge or parry a successful close combat attack, regardless of whether they've taken their action in a turn or not and it does not use their action.

Roll 2D6 and compare the total to the defending unit's RE.
  • If the total is equal to or less than their RE, the close combat attack misses.
  • If the total is greater than their RE, the close combat attack still hits.
Melee weapons and some defensive equipment (such as shields) may have attributes such as reach, weight and deflection that may modify this test.

Dive To Prone
A foot-unit that is not prone may automatically attempt to dodge a successful ranged attack by taking a dive to prone, regardless of whether they've taken their action in a turn or not and it does not use their action.

The unit is placed in a prone stance at their current position and then makes a reaction test.

Roll 2D6 and compare the total to the diving unit's RE.
  • If the total is equal to or less than their RE, the ranged attack misses. The diving unit is now in a prone stance.
  • If the total is greater than their RE, the diving unit has still been hit and is now prone regardless.
If cover without obstruction is within 1" of a unit that wishes to dive to prone, they may instead dive into cover. This is treated exactly as diving to prone, except the unit is moved to the cover and placed in a prone stance and then suffers a -1 penalty to the reaction test. They gain no benefit from the cover for the ranged attack against them that they are trying to avoid.


COURAGE (CO)
Resistance to shock, panic, psychic attacks and so forth.
Courage



P STATS
If a mech or vehicle has a stat rated as P, this indicates that the pilot's stat is used instead.


SCALERS
A unit's DE and ST may have a scaler, indicated by an X and a number, in  brackets following the stat.

A scaler shows a difference in scale between one unit and another.

How these are applied is explained when relevant elsewhere in the rules.
 
TAGS
Tags are special attributes, skills and abilities that units (and many other objects in the game, such as weapons) can have.

They can change the standard rules for the tagged unit.

See Unit Tags and Weapon Tags.


TESTS
Units are regularly required to make tests of their stats.

These can be refered to as
  • a "[stat] test"
  • a "roll to [x]"
  • a "to [x] roll"
depending on the author's mood when writing a section of rules.

Most tests like this involve rolling a number of six-sided die (D6) and then comparing a total to a stat.

Example 1: A standard Courage test requires the total of 2D6 to be compared with the unit's Courage stat.

Example 2: A standard roll to hit, or to hit roll, requires the total of 2D6 to be compared with either a unit's Marksmanship stat or Close Combat stat, depending on the type of attack they are making.

Usually when the total is equal to or less than the stat, the test is passed. When the total is greater than the stat, the test is failed.

Difficulty
Some tests have a difficulty, which changes the number of D6 rolled and the results used to determine the total.

Easy Difficulty
3D6 are rolled and the total of the two lowest results is used.

Standard Difficulty
2D6 are rolled and the two results added together for the final result.

Hard Difficulty
3D6 are rolled and the total of the two highest results is used.

Modifiers
A unit is often required to apply modifiers to a stat before making a test.

A modifier will either be a bonus or a penalty.
  • Bonuses are usually indicated as +[X].
  • Penalties are usually indicated as -[X].
Modifiers always stack unless otherwise stated.

The modifiers for a test are applied to a unit's stat before the test is made.

Sometimes a modifer may be a multiple or a division of a stat. These are usually applied before other penalties or bonuses (unless otherwise stated in the rules).

If a stat that is divided ends up a fraction, round it up to the nearest whole number.

Automatic Failure
If the stat being tested ends up being less than 2 after modifiers have been applied, the test is automatically failed.

If the stat being tested ends up being 12 or more after modifiers have been applied, the test is still made and if the total of the dice rolls is 12, the test is still considered failed.