Skirmish 52C
Skirmish 52C
Skirmish: 52c
Game Design by Robert Fox
SKIRMISH: 52C
SKIRMISH: 52C
Randomized Tabletop Wargaming
KD8QLN Gaming
6407 Riverbend Drive, Dayton, Ohio 45415
www.sites.google.com/view/kd8qln
kd8qln.gaming@gmail.com
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SKIRMISH: 52C
Introduction
SKIRMISH: 52C is a wargaming rules system that attempts to offer a unique experience each and every game.
Winning strategies must be developed on the fly and against overwhelming odds.
The rules are designed to provide a similar level of comprehensiveness and clarity as rules systems meticu-
lously crafted for competitive play. However, the balance of competitive rulesets does not exist within SKIR-
MISH: 52C. Instead, players combat the harsh reflection of the potential realities of warfare. In the face of
adversity, you must quite literally play the hand you are dealt and hope for better luck next game.
Number of Players: SKIRMISH: 52C is optimized for play by one to two players. It is possible to accommodate
additional players, although it is suggested that players divide control of a team’s models as opposed to intro-
ducing additional teams. In these situations, model counts greater than 8 per team are recommended. This
document also includes a supplement to direct and improve the solo play experience.
Setting: SKIRMISH: 52C has been designed to reflect abstracted modern infantry combat on Earth. The rule-
set can be used to simulate the battles of the 20th century and beyond.
Scope: SKIRMISH: 52C is a skirmish-sized miniature wargame. Players assume the role of a squad leader,
commanding 4-12 soldiers.
Dimension: The game plays in 2.5 dimensions. There is a degree of abstraction regarding line of sight and ter-
rain features. This abstraction permits--but does not require--playing SKIRMISH: 52C using a two-dimensional
surface such as a dry-erase board in combination with coins or similar tokens. This abstraction also provides
flexibility in the three-dimension terrain features that can be implemented. For example, the height of terrain
features do not need to be appropriately scaled to the soldier proxies used.
Scale & Units: The boundaries of combat operations are often much less than a square mile. 1 inch (25 mm)
within the game world approximates 6 feet (2 meters) in the real world”. 25-32 mm miniatures or tokens are
used as proxies for human soldiers. Terrain feature size and distances described in these rules may be scaled
appropriately to accommodate alternate miniatures, terrain, or units of measurement.
The primary unit of measurement used in this document is inches. Metric approximations are provided but are
not exact conversions.
Time: Each model’s “turn” occupies less than a minute of game world time. A game can typically be completed
within one hour of real world time.
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SKIRMISH: 52C
Contents
Shooting20
Hand to Hand Combat 22
Disengage23
Duck and Cover 23
Introductioniii
Negate Suppression 23
Pre-Deployment1
Special Actions 23
Equipment Required 1
Optional Advanced Actions 25
Placing Terrain 1
Solo Play AB
Mission Parameters 1
IntroductionAB
Weather & Time of Day 2
Combat Strategy AB
Model Count Determination 3
Objective Strategy AB
Pre-Deployment Example 3
Team Cohesion AC
Determination of Weather & Time of Day 4
Experience & Decisions AC
Nominal Model Count 4
S:52C PAINTBALL AE
Nominal Model Count >7 4
IntroductionAE
Deployment5
Model Outfitting AE
Introduction5
Playing S:52C Paintball AE
Model Outfitting 5
Getting Marked AE
Model Deployment: Dice Alternative 6
Squad Roster AF
Determining Deployment Zone Geometry 6
Player’s aid AG
Terrain10
NOTESAH
Introduction & Terminology 10
The end AH
Determining Line of Sight 10
About the Author AI
Terrain Types 13
Special Thanks AI
Attack Roll Modifiers 15
Commenters & Playtesters AI
Playing SKIRMISH:52C 16
KD8QLN Gaming Online AI
Turn Order 16
Suppression Level 16
Permitted Actions 17
Movement17
Charge Movement 20
Aiming20
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SKIRMISH: 52C
Pre-Deployment
• One to two large hill formations provide the map
Equipment Required with verticality that can be easily applied over
• A gameplay area. The recommended gameplay large areas.
area is 22” x 30” (560 mm x 760 mm). • Three to four high cover features prevent cross-
map sniping without first securing vantage points
• Six-sided dice. Standard six sided dice are re-
or corridors.
ferred to a d6s in this document. Each player is
recommended to have two dice. When the sum • Three to five low cover features provide some de-
of two simultaneously-rolled six-sided dice is re- gree of safety while traversing the map
quired, this document will refer to a 2d6 roll.
• Two to three difficult and/or impassable terrain
• A standard 52-card deck of playing cards. Play- features encourage tactical decision making
ing cards are used to randomize game param- when moving models.
eters and forces (model count, experience, and
loadout) for both players. Joker cards are not • Terrain variety: a blend of man-made and organ-
used. Mission parameter generation using dice is ic cover, light and heavy density/durability, and
presented as an alternative for those who prefer sparse/dense vegetation improves realism
to minimize game mechanics.
• Measuring devices. Tape measures are preferred
as they facilitate quicker measurement of weapon
ranges.
• Terrain. SKIRMISH: 52C is designed to utilize ei-
ther two- or three-dimensional terrain features (or
a combination of these two). Players should agree
on the height level of all terrain features prior to
the start of the game. It is extremely helpful to la-
bel each terrain feature with its respective height
level to minimize confusion and speed up game-
play, especially if 2D terrain features are used
or terrain height is not proportional to miniature
size. A height label may be as simple as a text box
stating: LOW COVER (1”) or HIGH LEVEL 2 (4”)
• Soldier proxies. Models of a specific manufactur-
er or genre are not required to play Skirmish 52C.
When three-dimensional models are used, model
height is unimportant. Miniatures are suggested Above: An example of terrain variety: three-dimen-
to be based using 28-30 mm bases. Tokens, if sional line of sight blocking terrain; three-dimensional
used, should also be approximately 28-30 mm in manufactured low-cover; two-dimensional represen-
diameter. tations of hill formations (natural terrain).
Pre-Deployment Page 1
SKIRMISH: 52C
Mission Objectives Face Card
One player shuffles the deck of playing cards, draws, Card Value
and reveals one card. The value of the card is correlat- Ace 14
ed to a mission using the table below. Alternatively,
the rolled value of 2D6 can be correlated to the table Conquest
below. Missions from comparable skirmish wargames
can be substituted in place of those provided in the Both players roll 2d6. Players take turns placing or
table. otherwise designating objectives on the map, starting
with the player having the highest roll value. An objec-
Card tive is considered secured if at least one friendly mod-
2D6 Result Mission Objectives
Value el is within 2 inches of the objective center point and
2-5 2-4 Team Deathmatch no enemy models are within 2 inches of the objective
center point (the objective is uncontested).
6-8 5-6 Assassination
9-J 7-9 Conquest At the end of each turn, players receive points based
on the number of objectives they have secured. The
Q-A 10-12 Domination player with the greatest number of objective points at
the end of turn 5 is considered the game winner.
Team Deathmatch
Players gain one victory point for each enemy mod- Number of Secured Objective Points
el that is eliminated. Players also gain an additional Objectives per Turn
two victory points if they have eliminated more enemy 1 1
models than their opponent in that turn.
2 2
The player having the greatest number of victory 3 4
points at the end of turn 5 is considered the victor. A
player that is able to eliminate all of their opponent’s 4 6
models secures an automatic victory at the end of the
round in which all models have been eliminated.
Domination
Both players roll 2d6. The player having the highest
roll value places or otherwise designates a single ob-
Assassination jective marker anywhere on the map.
Both players roll 2d6. The player having the highest Both players fight for control of the single objective.
roll value chooses to be either the attacker or defend- The objective is considered secured if at least one
er. The defender must designate a model as the high friendly model is within 2 inches of the objective cen-
value target to be defended. This is done during the ter point and no enemy models are within 2 inches of
outfitting of models. The model having the highest the objective center point (the objective is uncontest-
card value is the high value target. If more than one ed).
model has the same card value, the defender deter-
mines which model is the high value target. The player who has secured the objective at the end
of turn 4 is considered the game winner. If the ob-
If the attacker is able to eliminate the high value tar- jective has not been secured by the end of turn 4,
get within 5 turns, they are considered the game win- play continues through turn 6. If the objective has not
ner. If the attacker is unable to eliminate the high val- been secured by the end of turn 6, the player with the
ue target within 5 turns, the defender is considered highest number of remaining models within 12 inches
the game winner. of the objective is considered the game winner.
Face Card
Card Value
Jack 11
Weather & Time of Day
Combat operations seldom occur under perfect cir-
Queen 12 cumstances. To determine the weather and time that
King 13 an operation will occur, first shuffle a standard deck of
playing cards. Designate a player to draw and reveal a
Page 2 Pre-Deployment
SKIRMISH: 52C
single card from the deck. Correlate the card’s value ber of models that will be brought into combat.
to the weather, time, and the effect of these condi-
tions using the table below. To conform to time constraints or expectations, players
may feel free to skip the dice roll described above in
favor of a predetermined model count. A typical game
utilizes 6 models as the nominal number of models.
Rain & Snow Effects Fewer models will contribute to a shorter game, while
When conflict occurs in rain or snow, these conditions more models contribute to a longer game.
have a negative influence on mobility.
The second player rolls a d6. The value rolled deter-
First, each player must place a single “deep mud” mines how many models above or below the nominal
terrain feature prior to determination of deployment value that player can muster. Select one of the two
zones. Each terrain feature must be at least 2” (50 model count determination tables on the next page
mm) in diameter. The “deep mud” feature may be and correlate the rolled value to determine if the sec-
placed in combination with terrain features other ond player has a tactical advantage, tactical disad-
than buildings or other terrain features that are con- vantage, or neither.
sidered difficult terrain. For example, “deep mud” can
be placed on hills, or within the bounds of sparse or
dense terrain. “Deep Mud” terrain features are con-
sidered difficult terrain, meaning that movement Pre-Deployment Example
through these terrain features can reduce allowable Player Red is chosen to determine the mission param-
movement. eters.
Player Red shuffles the deck of cards, and draw a 3
of hearts: this card corresponds to the “Team Death-
match” mission. The deck is reshuffled. Another card
is drawn: a 9 of spades. The 9 of spades indicates
that this mission will occur during daytime, although
the weather is rainy (or snowy depending on the imag-
ination). Players Red and Blue place difficult terrain
features as described in the ruleset.
Player Red then rolls d6+4 which results in a total
value of 9. 9 is the nominal number of models to be
deployed. Player Blue rolls a d6 which results in a val-
ue of 5. The value of 5 provides Player Blue with a
tactical advantage over Player Red. Player Red may
deploy up to 9 models, while Player Blue may deploy
up to 11 models.
If Player Red had rolled d6+4 resulting in a combined
value of 6, then the nominal number of models to be
deployed would be 6. If Player Blue rolled had rolled a
d6 resulting in a value of 4, then neither player would
Rain and snow conditions hinder the OVERALL move- have tactical advantage and both players may deploy
ment range per action. Be aware that the movement up to 6 models.
penalties imposed by “deep mud” and rain/snow can
compound upon one another when a model attempts
1-2 Disadvantage The player must muster at least one less than the nominal number of models.
3-4 Matched The player may muster up to the nominal number of models.
5-6 Advantage The player may muster up to one greater than the nominal number of models.
1-2 Disadvantage The player must muster at least two less than the nominal number of models.
3-4 Matched The player may muster up to the nominal number of models.
5-6 Advantage The player may muster up to two greater than the nominal number of models.
Page 4 Pre-Deployment
SKIRMISH: 52C
Deployment
J Hardened Assault Rifle
Introduction Q Hardened Assault Rifle & 2x Grenade
The deployment phase involves outfitting individual
models with experience levels and weaponry (Model K Hardened Light Machine Gun
Outfitting). Then, specific deployment zones for each A Hardened Light Machine Gun
side are determined (Deployment Zone. Last, both
sides alternate placing models in their respective de-
ployment zones (Model Placement). Note: Equipment indicated by red lettering is ad-
dressed in the “Advanced Actions” supplementary
annex.
Model Outfitting
Drawing playing cards is the preferred method of out- Hearts: Life Preservation
fitting models. Rolling 2D6 may be used as an alter-
native, and is detailed later in this sub-section. The Card
Experience Loadout
process of outfitting models using playing cards is de- Value
tailed below. 2 Green Assault Rifle
Shuffle a standard deck of playing cards. Deal each 3 Green Assault Rifle & First-Aid Kit
player a number of cards equal to the number of mod- 4 Green Assault Rifle w/ Body Armor
els that they have mustered. Cards must be dealt
5 Green Body Armor
face down. Without looking at the cards, each player
assigns a card to each model in their force. Once all 6 Veteran Assault Rifle
cards have been assigned, both players may flip their 7 Veteran Assault Rifle & First-Aid Kit
cards face up. Each card represents the level of expe-
rience and loadout that each model possesses. 8 Veteran Assault Rifle w/ Body Armor
9 Veteran Assault Rifle w/ Body Armor
Experience provides modifiers--positive and nega-
tive--to rolls made for shooting and hand-to-hand 10 Veteran Assault Rifle w/ Body Armor
combat (among others). Likewise, each weapon has J Hardened Assault Rifle
unique attributes: range, number of attacks per ac-
tion, number of wounds per hit. Q Hardened Assault Rifle & First-Aid Kit
K Hardened Assault Rifle w/ Body Armor
A Hardened Assault Rifle w/ Body Armor
Diamonds: Heavy Weaponry
Card Note: Equipment indicated by red lettering is ad-
Experience Loadout dressed in the “Advanced Actions” supplementary
Value
annex.
2 Green Assault Rifle
3 Green Assault Rifle & 2x Grenade
4 Green Light Machine Gun Clubs: Close Quarters Combat
5 Green Light Machine Gun Card
Experience Loadout
6 Veteran Assault Rifle Value
7 Veteran Assault Rifle & 2x Grenade 2 Green Assault Rifle
8 Veteran Light Machine Gun
9 Veteran Light Machine Gun
10 Veteran Light Machine Gun
Deployment Page 5
SKIRMISH: 52C
Card
Experience Loadout
Model Deployment: Dice
Value
Assault Rifle & Amphet-
Alternative
3 Green For each model, roll 2D6 twice. Correlate the result
amines
from the first roll with the following table:
4 Green Submachine Gun
5 Green Submachine Gun Special Weap-
2D6 Special Equipment
6 Veteran Assault Rifle on
Assault Rifle & Amphet- Light Machine
7 Veteran 2-4 2x Grenades
amines Gun
8 Veteran Submachine Gun Assault Rifle
5-7 First-Aid Kit
w/ Body Armor
9 Veteran Submachine Gun
Submachine
10 Veteran Submachine Gun 8-10 Amphetamines
Gun
J Hardened Assault Rifle 11-12 Sniper Rifle Radio
Assault Rifle & Amphet-
Q Hardened
amines
For the same model, roll another 2D6. Correlate the
K Hardened Submachine Gun result from this second roll with the following table:
A Hardened Submachine Gun
2D6 Deployment
Note: Equipment indicated by red lettering is ad-
dressed in the “Advanced Actions” supplementary 2 Green w/ Assault Rifle
annex. Green w/ Assault Rifle & Special
3
Equipment
4-5 Green w/ Special Weapon
Spades: Entrenchment
6 Veteran w/ Assault Rifle
Card Veteran w/ Assault Rifle & Special
Experience Loadout 7
Value Equipment
2 Green Assault Rifle 8-9 Veteran w/ Special Weapon
3 Green Assault Rifle & Radio 10 Hardened w/ Assault Rifle
4 Green Sniper Rifle Hardened w/ Assault Rifle & Special
11
5 Green Sniper Rifle Equipment
6 Veteran Assault Rifle 12 Hardened w/ Special Loadout
7 Veteran Assault Rifle & Radio
8 Veteran Sniper Rifle
9 Veteran Sniper Rifle Determining Deployment
10 Veteran Sniper Rifle
Zone Geometry
J Hardened Assault Rifle
One player shuffles the deck of playing cards, then
Q Hardened Assault Rifle & Radio draws and reveals one card. The value of the drawn
K Hardened Sniper Rifle card is used to determine the geometry of the deploy-
ment zones in accordance with the following table. Al-
A Hardened Sniper Rifle ternatively, the result of a 2D6 roll can be correlated
with the following table.
Note: Equipment indicated by red lettering is ad-
dressed in the “Advanced Actions” supplementary
annex.
Page 6 Deployment
SKIRMISH: 52C
wide. The gap between the red and blue deployment
Card 2D6
Deployment zones is 8” wide. If a larger table is used, maintain the
Value Result
gap between the red and blue deployment zones and
2-3 2-3 Rectangular (Short Edge) keep the vertex of the red and blue deployment zones
4-5 4-5 Rectangular (Long Edge) aligned with the midpoint of the gameplay boundary.
6-7 6-7 Triangular (Short Edge)
8-9 8-9 Triangular (Long Edge)
10-J 10 2 Corners (Right)
Q-K 11 2 Corners (Left)
A 12 War on Two Fronts
Deployment Page 7
SKIRMISH: 52C
ployment zone and is the first to begin the deployment
alternation by placing two models with the following
restrictions:
During model placement, both players may only de-
ploy models wholly within the selected deployment
zone; model bases may not exit the area indicated by
the color of the deployment zone they have selected.
All models must deploy in a cohesive formation.
During play however, models are not bound by unit
coherency rules described in many wargames. A co-
hesive formation is any orientation of models that al-
2 Corners (Right) lows each model to be wholly within the deployment
zone and no more than one maximum movement
The gameplay boundary pictured is 22” tall by 30” distance away--respective to the mission parameters
wide. If a larger table is used, ensure that the vertices and model loadout--from at least one friendly model.
of the rectangular deployment zones meet at the mid- Maximum move distances respective to weather con-
point of the gameplay boundary. dition and loadout are indicated in the following table.
Max. Move-
Max. Move-
Model Loadout ment (Rain/
ment (Clear)
Snow)
Assault Rifle 7” (175 mm) 6” (150 mm)
Submachine
7” (175 mm) 6” (150 mm)
Gun
Assault Rifle w/
6” (150 mm) 5” (130 mm)
Body Armor
Light
5” (130 mm) 4” (100 mm)
Machine Gun
War on Two Fronts Sniper Rifle 5” (130 mm) 4” (100 mm)
The gameplay boundary pictured is 22” tall by 30”
wide. The red deployment zone is 8” wide, while the
blue deployment zones are 6” wide each. If a larger ta-
ble is used, maintain the same widths of the red and
blue deployment zones. Center the red deployment
zone around the midpoint of the gameplay boundary.
Model Placement
To initiate model placement, both players roll 2D6.
The player having the highest roll value selects a de- The actual geometry formed by a cohesive formation
Page 8 Deployment
SKIRMISH: 52C
can be significantly different than a straight line with
uniform spacing. Notice the irregular spacing of mod-
els; models may be placed UP TO the model’s max-
imum allowable movement distance in the selected
mission’s weather conditions.
After the player having the highest roll value places
two models, the player having the lower roll value
must utilize the remaining deployment zone to place
two models. Both players alternate the placement of
two models (or one model if less than two models re-
main) until all models have been placed. Deployment
is complete.
Terrain Page 9
SKIRMISH: 52C
Terrain
Introduction & Terminology Height
The battlefield often proves to be as great of an adver- Terrain features are categorized as being either low
sary as a human opponent. SKIRMISH: 52C abstracts or high.
terrain, line of sight, and cover. The purpose of this ALL low terrain features are 1” (25 mm) in height. Low
section is to identify how gameplay is subsequently terrain features cannot function as blocking terrain.
impacted.
ALL high terrain features are at least 2” (50 mm) in
The following terms are used when referring to terrain height, and may be any height that is a multiple of 2.
features and when determining if a model can be tar- Each of these increments are known as levels. High
geted and benefit from cover. terrain features can function as either cover or block-
ing terrain depending on model positioning.
Line of Sight
Line of sight is the ability for a model to “see” anoth- Close Proximity
er model. Line of sight may be unobstructed, partially A target model must be within 1” of the outer fiber of
obstructed, or blocked. a low terrain feature to receive the benefit of cover
A friendly model may be able to “see” an enemy model when the target model is at a lower elevation than the
hidden behind cover, but that cover may only expose a targeting model.
small portion of that enemy model and perhaps only A target model must be within 2” of the outer fiber of
for a brief amount of time as they poke out from be- a high terrain feature to receive the benefit of cover
hind cover to survey the battlefield; line of sight is par- when the target model is at a lower elevation than the
tially obstructed in this example. targeting model.
Page 10 Terrain
SKIRMISH: 52C
In the illustration above, tangent lines are drawn be- It is possible for tangent lines to intersect with a ter-
tween a blue model and two red models. When look- rain feature and line of sight not be obstructed.
ing at the tangent lines connecting the blue model
and the uppermost red model, one of the two lines • The terrain feature is an obstacle (example: a
just barely intersects with the shipping container. chain link fence)
When looking at the tangent lines connecting the • The terrain feature is sparse vegetation that the
blue model and the lowermost red model, both tan- target model is not in contact with.
gent lines intersect with the jersey barriers between
the two models. • The targeting and target model are at different
height levels and the target model is not in close
Questions to Answer proximity with the edge of the terrain feature.
No Obstruction to Line of Sight In the illustration above, the blue model is at a high-
If neither tangent line contacts the terrain feature, the er elevation than both red models being targeted. As
targeted model can be fired upon and does not ben- shown previously, tangent line intersections exist.
efit from cover. However, only the uppermost model is considered
to be in close proximity with the intersecting terrain
Terrain Page 11
SKIRMISH: 52C
feature when considering the features height. The
lowermost model is not considered to be within close
proximity; line of sight is not actually obstructed and
the model does not benefit from cover.
Page 12 Terrain
SKIRMISH: 52C
model, then a model must be within 2” of the outer
fiber of a high terrain feature to receive the benefit of
cover when the target model is at a lower elevation
than the targeting model.
If both tangent lines contact a dense vegetation fea-
ture that any portion of a model is within, line of sight
is not blocked. However, line of sight is blocked when
the dense vegetation feature separates the target
and targeting models and both tangent lines intersect
with the dense vegetation feature.
Terrain Types
Hills
Hills can be of various heights and can be scaled.
Both High and Low hills always provide a -2 modi-
fier to an enemy model’s attack rolls when used as
cover.
Terrain Page 13
SKIRMISH: 52C
cover from the exterior only; CQC combat in the con-
fines of buildings is outside the scope of this game.
The construction of the building influences the level
of cover provided.
Cover Modifier to
Examples
Density attack roll
Thatch/mud,ply-
Light -1
wood, sheet metal
Brick, reinforced con-
Heavy -2
crete, steel plate
Intact Buildings can block line of sight and be used as Light vegetation only provides a cover bonus to a mod-
Page 14 Terrain
SKIRMISH: 52C
el if any portion of the model is within the vegetation Scatter terrain placed across a map can really bring
terrain feature. All light vegetation is considered to be the battlefield to life, even when a sizable number
a low terrain feature and cannot completely obstruct of hills, buildings, and vegetation have already been
line of sight. place. Examples include barriers, vehicles, crates and
similar containers. Like buildings, the construction of
the scatter influences the effectiveness of the cover.
Scatter terrain can be low or high terrain features and
can be scaled.
Cover Modifier to
Examples
Density attack roll
Light Sheet metal, plywood -1
Heavy Brick, concrete, steel -2
Difficult Terrain
Difficult terrain is any planar ground feature that would
be difficult to traverse at a moderate/fast pace in re-
al-life, requiring a slower pace and/or some degree
of dexterity. Examples include rubble, mud, ice, deep
water, thicket, etc. Model moving through difficult ter-
rain must make a dexterity check to determine if a
All dense vegetation is considered to be high, although penalty to the maximum movement distance applies.
it cannot be scaled like hills and buildings. Heavy veg-
etation is capable of blocking line of sight. However,
line of sight can be achieved if any portion of the tar-
geted model is within the vegetation terrain feature. Impassable Terrain
Impassable terrain is any terrain feature (planar
or otherwise) that cannot be climbed or traversed.
Players determine which, if any terrain is considered
impassable before the start of the game. Some ex-
amples include dangerous waters and unstable struc-
tures.
Scatter Terrain
Terrain Page 15
SKIRMISH: 52C
Playing SKIRMISH:52C
Turn Order Suppression Level
Step 1: Each player rolls 2d6; the player having the Before determining actions to perform, the player’s
highest combined value “has initiative” and model must evaluate its current level of suppression.
begins the turn. To do this, the player counts the number of times a
controlled model has been fired upon by enemy mod-
Step 2: The player having initiative (Player One) se- els in prior turns/activations.
lects the first model to be activated.
The negate suppression action reduces the number
Step 3: Player One verifies that team morale is suffi- of times a model has been fired upon.
cient to complete the mission.
Step 4: Player One verifies the suppression level of Times Fired Upon Suppression Level
the model.
0-1 0
Step 5: If the suppression level is greater than or
equal to 1, Player One performs a suppres- 2-3 1
sion check for the model. 4+ 2
Step 6: Player One selects an action for the first 4+ & Wound 3
model to perform and resolves it. Note that
failed suppression checks may influence As suppression level increases, the model will be less
which actions may be taken. effective at targeting enemy models, and may be pre-
Step 7: Player One selects a second action for the vented from taking certain actions.
model to perform and resolves it. Note that
failed suppression checks may influence
which actions may be taken. Each model Suppression Level 0
must perform two actions BEFORE another A model that has not been fired upon, or fired upon
model is activated. no more than once is considered unsuppressed. The
Step 8: Player One repeats steps 3-6 with a second model experiences no negative effects to combat per-
model selected for activation. formance and is not required to perform a suppres-
sion check.
Step 9: Player Two repeats steps 2-7 with two of
their own models.
Step 10: Players One and Two repeat steps 2-8 with
Suppression Level 1
the remaining models. Each model may only A model that has been fired upon two to no more than
be activated once per turn. three times is considered lightly suppressed.
Step 11: Victory points achieved during the turn are The model must make a suppression check by rolling
totaled for both players. 2D6. If the rolled value is greater than or equal to 9,
the model must take “Duck & Cover” as its second
Step 12: Players One and Two being a new turn by action.
repeating all steps. The mission parameters
specify the maximum number of turns to be Regardless of the suppression check value, the mod-
initiated. During a new turn, players do not el must also take a penalty to shooting attack rolls.
need to select models in the same order as
determined during the preceding turn.
Suppression Level 2
A model that has been fired upon two to no more than
three times is considered heavily suppressed.
Movement Movement
Suppression Level 3 Loadout
(Clear) (Rain/Snow)
Suppression level 3 results from losing a wound
while at suppression level 2 and is the maximum lev- Assault Rifle
7” (175 mm) 6” (150 mm)
el at which a model can be suppressed. The model Submachine gun
must perform a negate suppression action followed Body Armor 6” (150 mm) 5” (130 mm)
by a “duck & cover” action during its activation. The Sniper Rifle
mode’s suppression level is reduced to 2 at the end 5” (130 mm) 4” (100 mm)
Machine Gun
of the activation.
Suppression
Shooting
Suppression Measuring of Movement Distance
Attack Roll
Level Roll Failure Model A is permitted to move 6 inches. The front most
Penalty
point of the model is selected to be used for measure-
0 0 N/A ment purposes, and 6 inches is measured from this
1 -1 9+ point. The model is moved so that the front most point
of the model is no further than the 6-inch mark previ-
2 -2 7+ ously measured. The model cannot be moved so that
3 N/A N/A the rearmost point of the model is at the 6-inch mark
previously measured: the reference point on the mod-
el must be consistent.
Permitted Actions
An activated model must perform two actions per ac-
tivation. The actions that are permitted are as follows:
• Move
• Charge Move
• Aim
• Shoot
• Fight
• Disengage
• Duck & Cover
• Negate Suppression
• Use Special Equipment
Certain actions will prohibit performing other actions
during the activation. For example: when a model per-
forms the “aim” action, it may only “shoot” as its sec-
ondary action. Measurement initiated from the “front” of the red
model
Movement
The model may move up to the movement character-
Playing SKIRMISH: 52C Page 17
SKIRMISH: 52C
To make a dexterity check, the player rolls a d6. The
dexterity check is considered successful on rolled val-
ue greater than or equal to 4. A failed dexterity check
does not prohibit completing a movement, but it may
incur a penalty to movement (traversing difficult ter-
rain) or prohibit free movement (vaulting low obsta-
cles).
Dexterity Checks
Certain actions such as vaulting low terrain features,
or traversing difficult terrain can introduce penalties
to the maximum allowable movement distance. Many
of these actions require making a “dexterity check” to
determine if a penalty will be induced.
If a model moves as its first action, it may not perform Step 1: The controlling player selects a model to
the following as second actions: be targeted by the activated model. Models
within 1” (25 mm) of an enemy model may
• Charge Move not shoot, nor may models target enemies
• Aim who are within 1” (25 mm) of a friendly
model.
• Fight
• Disengage Step 2: The controlling player draws tangent lines
between the target model and the activated
If a model performs one of the following first actions, model. Line of sight must be drawn between
it may not move as a second action: the targeted model and the activated model
• Charge Move for at least one of these tangent lines..
• Aim Step 3: The controlling player measures the short-
• Fight (if combat is still active) est distance between the activated model
and the target model. The targeted model
must be in range relative to the time of the
Charge Movement operation (day/night).
A charge movement may only be performed as the Step 4: The controlling player rolls 2d6 and makes
first of two actions and must be followed by the fight note of the rolled value. If the weapon used
action. permits 2 shots per action, the controlling
player rolls another 2d6, again noting the
A model that performs a charge may move up to a unmodified roll value.
normal movement distance, but the charging model
must engage in hand-to-hand combat as their second Step 5: The controlling player adds all applicable
action. A model may not initiate hand-to-hand combat modifiers to the rolled value(s). Modifiers
without first making a charge move. Charged models can be derived from cover, activated/target
may not shoot or perform special actions for the re- model actions, activated model suppres-
mainder of their activation. sion level, and activated model experience.
If the model is more than a half normal/single move- Step 6: The total modified roll value is compared to
ment range away before performing a charge, the determine if the shot fired successfully con-
model being charged may perform reactionary fire if tacted and the nature of the hit.
it has line of sight on the unit performing the charge.
Step 7: Wounds are removed from the target mod-
This reactionary fire allows the model being charged
el. If the target model is removed to zero
to perform a “free” shooting attack (targeting the
wounds, the target model is removed from
charging model only) if they are not currently in melee
play.
combat.
Step 8: The controlling model repeats step 4-7 if
permitted to do so as a second action.
Aiming
Aiming may only be performed as the first of two ac-
tions and must be followed by the shoot action.
Weapon Data
Any model that chooses to forego any movement is Range
Weapon Range (Day)
considered to be devoting their attention to scanning (Night)
the battlefield and aiming their weapon. After they 20” 18”
Assault Rifle
have drawn a bead on a target, they may fire upon (510 mm) (460 mm)
a single enemy model, adding a +1 modified to their 18” 16”
shooting roll. Light Machine Gun
(460 mm) (400 mm)
Experience Modifier
Green -1
Veteran 0
Hardened 1
Example
A Red model having veteran level experience has used
The blue model atop the shipping container is target- the first of their two actions performing a charge move
ing the leftmost red model. The measured distance against a Blue model armed with an assault rifle and
between the two models is 7 inches: well within the having green-level experience. The Red model per-
range (daytime or nighttime) of the blue model’s as- forms hand to hand combat as their second action.
sault rifle. The player controlling the blue model rolls
2d6, resulting in a 7. The following modifiers are ap- Both players roll a d6: the Red model rolls a 3 and
plied to the 7: +1 for the blue model’s hardened ex- the Blue model rolls a 4. The players modify their rolls
perience level; +1 due to the red model performing a based on model experience. As a veteran, the Red
double move action in the preceding activation; -1 for model adds or subtracts nothing while the Blue mod-
the terrain feature that exists between the two mod- el subtracts 1 from their roll due to their green-level
els (the shipping container). The modified roll result experience. The modified rolls are now 3 Red and 3
is 8, indicating that the shot fired by the blue model Blue.
First, the activated model selects a target. The target Step 5: Determine how many models are within 1”
model must be within 12” and the activated model and 3” of the blast centerpoint.
must be able to draw line of sight to the target model. Step 6: Allocate wounds to models within 1” and
Second, the controlling player rolls a d6 to determine between 1-3” using the appropraite table.
the distance range that the grenade is thrown. Once
the d6 is rolled, the decision to throw the grenade
cannot be reversed. Using the Radio/Request Mortar
Support
Mortar support may only be requested by a model
Solo Play
the opposition will be in regards to executing the mis-
Introduction sion objectives.
Chess is one of civilization’s oldest wargames. Like
chess, SKIRMISH encourages tactical decision mak-
ing: assessing force capabilities, developing a strat- Defensive
egy, anticipating and responding to enemy behavior. A defensive opposition waits to understand and re-
When wargaming solo, the enemy is you. Compart- spond to your actions. A defensive player is not con-
mentalizing strategic decision making is difficult even cerned with securing all objectives, decimating the
for solo wargaming veterans. Instead, a mental shift opposition, and maintaining maximum disparity of
can maximize the enjoyment to be had with minimal victory points. Instead, they may perform what seems
bureaucracy. to be the bare minimum of effort required to secure
victory at the end of the final turn.
This section provides an artificial intelligence that can
be used to govern the opposition‘s grand strategy and This may mean aligning resources for a well-timed
turn-to-turn behavior. BUT it is not all encompassing: it precision strike. It may mean establishing and main-
requires the assistance of the human supercomputer. taining a stronghold or perimeter. The defensive play-
As a result, this AI is not needlessly complex or time er will play conservatively, ensuring that movement
consuming to implement. ends in durable cover as an example.
This supplement to SKIRMISH requires the mindset of Siege and trench warfare are historical sources of in-
the role-playing gamer. The quality of the solo experi- spiration for the defensive opposition.
ence benefits from placing oneself into the mindset of
each and every model. Doing this, and attempting to
develop a good narrative before an ironclad strategy Offensive
is crucial to a successful solo game. An offensive opposition acts first and causes you
to develop a response to their actions. An offensive
strategy requires striking early and quickly to prevent
Combat Strategy formation of grand strategy.
The first step in the solo SKIRMISH experience is de- The offensive player will not behave conservatively,
termining the overarching strategy of the opposition. understanding that high risk is occasionally required
Roll 2D6 and compare the resulting value to the table to secure high reward. However the offensive player is
below. only able to tolerate so many losses before initiating
plan B.
Objective
2D6 Result Cohesion “Human wave” and Blitzkrieg tactics are historical
Strategy
sources of inspiration for an offensive play style.
2-3 Defensive Rigid
4-5 Defensive Flexible
6 Balanced Rigid Balanced
7-9 Balanced Flexible A balanced opposition will behave somewhere be-
tween these two extremes. For this reason, the bal-
9-10 Offensive Rigid anced player is perhaps the most difficult to play.
11-12 Offensive Flexible
Do not be afraid to make mistakes; you are simulating
a human opponent after all. Do not spend too much
time formulating a plan; utilize your gut instinct.
Rigid
An opposition with rigid cohesion divides itself into
comparatively large squads, if at all. Models do not
distance themselves significantly from friendly mod-
els. But rigid cohesion does not require organization
into simple geometric formations. Organic formations
can facilitate cohesion, effectively utilize terrain fea-
tures and cover, and accomplish objectives.
Movement
They will seldom lead advances unless supported by
a leader; in these instances, they are placed on the
front lines. If a green model is no longer in proximity
to a more experienced model, it will attempt to regain
cohesion with another squad or more experienced
model. As such, green models are often the first to
fall back from an advancing enemy when casualties
Optional Supplements Page AC
SKIRMISH: 52C
begin to mount. If retreat becomes difficult, they may squad morale is normal, hardened models may lead
occasionally stay “pinned” behind cover. from the back, utilizing squad mates to draw fire and
relying on their suppressing fire. When squad morale
is low, they may lead from the front. When a hardened
Targeting model is leading from the front, they will move quick-
A green model will distribute fire equally among tar- ly (using double moves and beeline movements) to
gets within its field of view. Green models are more reach objectives.
likely to prioritize enemy distance greater than enemy
outfitting or positioning by cover (i.e. shoot the closest
model first). Targeting
Hardened models will prioritize experience and load-
out when targeting the enemy force.
Veteran
Veteran models will strictly follow the team’s behav-
ior recommendations until squad morale is virtually
non-existent. As the strength of the AI-controlled force
diminishes, the behavior of veteran models remains
more or less predictable. However, the behavior rec-
ommendations may not always be the best strategy.
Veteran models will function as squad leaders if a
more experienced model is not present or has been
incapacitated.
Movement
Veteran models know that moving cover to cover is
critical to minimizing casualties; double move activa-
tions are employed to ensure cover is reached. They
have experience performing flanking maneuvers and
identifying weak points in enemy lines. The greater re-
solve of veteran models delays falling back until abso-
lutely necessary for survival. However, there is a limit
to their resolve.
Targeting
Veteran models tend to do well at adjusting priorities
when selecting targets. Under most circumstances,
they will divide fire approximately equal until the ene-
my suppressing fire or leadership provides significant
resistance. At this point, veteran models will prioritize
enemy experience and loadout.
Hardened
Hardened models will typically follow the team’s be-
havior recommendations unless a more strategic
solution is apparent. This behavior remains consistent
as the strength of the AI-controlled force decreases.
Movement
Hardened models tend to function as leaders. When
S:52C PAINTBALL
The “Healing” special action is not applicable; models
Introduction may never possess more than a single wound.
SKIRMISH: 52C Paintball is an optional modification
Suppression level 3 is not applicable; models may not
to the basic S:52C ruleset intended to simulate a
possess more than a single wound.
friendly woodsball match. It is also a great way to in-
troduce players of all ages to SKIRMISH: 52C. Models are prohibited from moving within 2” of an en-
emy model at any time.
Prohibited Actions
Models are prohibited from performing charge move-
ments and fight actions.
Squad Roster
Model Suppression
Experience Weapon Equipment Wounds
ID Level
1
10
11
12
Page AF
SKIRMISH: 52C
Player’s aid
Suppression Level Shooting Modifiers: Action Modifiers
Modifier to
Times Fired Upon Suppression Level Condition
Attack Roll
Note: Only the largest cover modifier is applied; cover modifiers do not
4-6 Success
stack/add.
Page AG
SKIRMISH: 52C
NOTES
The end
Page AH
SKIRMISH: 52C
Page AI
© 2020 by Robert Fox. Published by KD8QLN Gaming