Saturday, 1 June 2019

FL Flying Lead Light Draft 1 - adaption for SF big actions.

I've a lot of SF vehicles- but not the rules!  I've tried several, no thanks.  Flying Lead is the best, but it's designed for modern, not SF.  But, if you want a few vehicles and involved infantry action, it's still your best bet.

So, here goes!  This is a rough draft but I know it needs playtesting.
First problem - vehicle crew.  Each vehicle has a limited crew capacity, so not every system is going to be manned 100% of the time.  I'm happy with one (set) Q roll per vehicle, giving up to 3 actions.  There's a driver and a gunner (usually!) So I'm happy with an action being move & shoot, or move & shoot when best shot (see below).

Lets look at an MBT I'm using tomorrow:
MBT Total 136
Base 19 Q4 C2 30. Defence 4 @20 = 69
Gun 6 @20, Long 7 =27
Missile pod 5 @ 15, Long 7 =22 (+ free 1st Long)
Electronic Warfare System 4 @12 Max 2 medium -2 =10 (attacks Q+1/2 D)

AA SW 2 @10 (engages 4) Max 2 medium -2 = 8
AA will be operated by the commander.
EWS and missiles by a tech.
Gunner for the main gun.
Driver.
So that's a crew of 4, should be costed in at 15, so another 60.  This allows the vehicle to do up to 4 things at once. 

Now: Cobra Armoured Car Total 125
Base 19, Q4 C2, 30. Defence 3 =15 , Long move =10
Anti Inf Gatling 4,(engage 6) =20 , Medium 4
Light Missile 6 , 20 Long 7.  
Commander probably doubles as gunner.  Driver, um, drives.  So the vehicle can do 2 things per activation.  2 crew @ 15 = 30 more points.

Artillery/ortillery is another bugbear.  most will be smart, more like a cheap missile than a dumb shell.  area effect or multiple targeting over a specific area?  Then there's direct area effect such as SLAM's.  I'm thinking that a reaction by the target could allow degradation by onboard systems.  I need to think/playtest this.  I want it good, but not "clunky".

I'm going to do something different.  I'll amend this post as I improve it.  Look for the amendment number above.

Please, this is by it's nature rather a short-hand work.  I'm presuming that you are used to Ganesha Games MO and got a copy of Flying Lead.

The costs are from the online calculator:  http://www.ganeshagames.net/extra_info_pages.php?pages_id=17&osCsid=bah1105ilb5ofpqsannf872774


Vehicle
Base cost 19 Stabilised gun off road. Quality Q4 C2, 30. Q3 C2, 40. Q5 C1, 15.

Defence – armour
1 5
2 10
(above softskins or power armoured infantry)
3 15 (light vehicles, light walker, APC)
4 20
5 25
6 30

Move long move 10

APC capacity:
3 1
6 2
9 3
12 4

Shooting against other vehicles:
1 3
2 6
3 9
4 12
5 15
6 20
7 25
8 30

Anti-infantry support weapon Combat + = targets engaged.
1 5 (AA strips)
2 10
3 15
4 20

Indirect anti-infantry weapon grenade thrower/mortar. Combat + = targets engaged.
3 6
4 9
5 13

Electronic, Psi or similar cost the same, but attack the Q score, plus half Defence rounded down.

Range
Maximum 2 medium -2
Maximum 3 mediun -1
long 7
Medium 4
Short 3
Set up 3 actions -1
Set up 4 actions -2

Infantry
Power armoured infantry are vehicles equipped with light vehicle weapons and/or standard infantry weapons.

Movement.
Light power armour, Fast or no armour 1st long rest Medium, all Reactions medium.
Standard power armour, normal armour. All medium.
Heavy armour or crew carrying size 3 SW or above: Ist Medium rest short. All Reaction short.


Quality4, Combat2, 15.
Quality3, Combat2, 20.
Quality5, Combat1, 5
As shooting is the main combat action Shooting = Combat.

Defence
-1 no protection
0 Helmet, flak jacket
1 unpowered armour or light sealed power armour
2 heavy unpowered armour or standard power armour

Weapons
Assault rifle +2 @ 15.

Sniper. Ignores range. If No.2, can use their Actions. Shoot on actions only, no.2 can use normal weapon in reaction.

Support Weapons (Ranges and set-up as above) Crew served give Armour 1 to crew.
All work on shooting of operator +
+ Cost
1 5
2 10
3 15
4 20

Machine Gun (and/or)
Grenade launchers can shoot indirect, ignoring 1 infantry armour and cover.
Crew fed engage C+crew members targets.
(A3 man C2+2 crew gun will engage 5 targets at +2. If same carried by power armour, as a heavy gun or Y rack, would engage 3)

Flame thrower
Against infantry and up to armour 2 vehicles/ Power Armour ignore cover and 1 armour.
(size 1 is a 1 handed built into power armour, size 4 is a small plasma weapon)

Light Missile (also vehicle mounted) Teams or launchers presumed to have sufficient reloads.
4 10
5 15
6 20
7 25
8 30
Range & set-up as above. ALL missiles get a “free” Long 1st move.

Japanese magazine fed light missile launcher. 5 @15,
Independent team No.1. Q3 C2, @ 40. Size 5 5 @15, Maximum 3 medium-1. Assault rifle 15. 69
No.2 Q3 C2, @ 40. Assault rifle 15. 55. Total for team 124.

As squad SW: Quality4, Combat2, 30. Size 5 5 @15, Maximum 3 medium-1. Assault rifle, 15. 59

RPG/buzz bombs. Single shot, but spare(s) requiring 1 (-2)or 2 (-3) action reloads.
4 10
5 15
6 20
Maximum 2 medium -2
Short 3

Power armour shoulder mounted launchers. Buzz bomb 4 at max 2 medium range, 1 reload.
Base 10, -2 for range, -2 for reload = 6. Support weapon adds +1 to armour.
This is a light anti vehicle weapon, if you want anti infantry you need a Y rack grenade launcher.

Range Effect
Close – 1 measure, rolls 2 dice per Combat stat
Medium 1-2 measure, roll 1 dice per Combat stat
Long 2+ measure half Combat stat.

2 Actions/ Reactions roll 2 dice (each) , take best. 3 Actions/ Reactions roll 3 dice (each) , take best.

Method Dice + Shooting vs Dice + Defense.

Result.
Triple Defense = Killed.
Double Defense OOA needing medical attention and/or removal to rear. -1 unit Q test while with unit.

Beaten Even retires 1 move, out of unit integrity.

Beaten Odd Suppressed. -1 next group Q roll.

After shooting defender takes Q test on 1 D6.
Effective members left + D6 + Q. - Ineffective, OOA, out of unit integrity.

Unit will retire 1 Short per number under Q, picking up stragglers & carrying wounded.

Result on or above Q will carry on.

Result double Q can have free shoot OR close assault.


Close assault. As shooting above. Attacker and defender Q test 1D6 per move distance.
+ 1 every extra soldier, ignore if against better armour.
-1 every extra enemy, ignore if attacker has better armour.

3 Q3 power armour want to attack 8 non armoured rebels across 2 movement. They need 3 actions and must roll 2 successes on 2D6. Announce and carry out, even if they don’t get there.
Defenders retire 1 move per fail.

If the power armour gets short, they are in 1 Move of the defenders. They try the reaction and can shoot if they get it, or attempt to countercharge- The leader wants to countercharge, announces and rolls – as they are up against better armour, they need a straight Q on 1D6.

If they meet, each power armour, presuming a heavy gun, each rolls 3D6 =9, Shoot 2 +2 for the weapon+4 against an armour of -1.

The rebels roll 2 each, 16D6, 2 for weapon and 2 for shooting =4. Against an armour of 2 +1 (for SW) Fair to say that 9 of the 8 rebels will die or be OOA. But the rebels might get lucky- they only need a 6 to double, and a 5 will suppress.


Vehicle v Vehicle combat
Range
Close – 1 measure, rolls 2 dice per Combat stat
Medium 1-2 measure, roll 1 dice per Combat stat
Long 2+ measure half Combat stat.

2 Actions/ Reactions roll 2 dice (each) , take best. 3 Actions/ Reactions roll 3 dice (each) , take best.

Method Dice + Shooting vs Defense.

Results

Target Defense is Tripled. Brew up.
Doubled. Out of Action, crashes one move length in direction of travel

Beaten by Even number Q test 1D, fail= withdrawl 1 move and Q test to advance.

Beaten by Odd number, Crew stunned until spend 1 action (no reactions) to recover.


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