LotR SBG Sci-fi Mod

The Lord of the Rings Strategy Battle Game has been a lot of fun so far, so I’ve come up with some ideas for how to run sci-fi games with it as well. I’m a fan of gaming both Hard SF and Space Opera, so elements of both are reflected in the proposed modifications. Update: I’ve included the two army lists I’m using for the first session at the bottom.

New General Rules (a.k.a Pinning):

•If a shooter scores a hit, his target is knocked down.

•Standing up requires a Courage Check. Roll equal or below Courage on 1D6 to stand up. Otherwise, you remain knocked down.

•Come on, men!

If a hero passes his Courage Check to stand up, all friendly warriors within 3″ do not need to check Courage to stand up. A hero may give up half of his move to take a Courage Check even if he is not knocked down, for the benefit of his subordinates.

•Jump Troops/Jetbikes: Treat as cavalry, except they may fly over any obstacles in their path. They do not receive a movement penalty in woods, but must test on the Thrown Rider chart whenever they enter, move through, or exit woods. Ignore any result except for a 1, in which case the rider is thrown and the jetbike (if any) is destroyed.

New Missile Weapon Rules:

•Assault (Can be shot as if it were a throwing weapon of the same strength)

•Suppressive Fire (Shooter may choose to take double the number of shots, but will not roll to wound. Choose before rolling any Sustained Fire dice for the weapon)

•Sustained Fire (Fires 1D3 shots. If shooter did not move, roll 2D3 and pick the highest. Shooter’s controller may allocate hits beyond the first within 6″ of target. May be used in conjunction with Assault)

Depending on whether the sustained fire represents a direct fire stream of bullets from a machine gun, or a cloud of shrapnel from a frag grenade, you can decide wether or not the excess hits can be allocated to models out of the shooter’s line-of-sight, and what kind of In the Way rolls are appropriate.

New Missile Weapons (all missile weapons have a move penalty of half unless otherwise noted):

Shotgun/SMG/MP 12″ Strength 4, Assault

Flamer 6″ Strength 4, Assault, Sustained Fire, ignores In the Way rolls from cover

Assault Rifle/Blaster 18″ Strength 3, Suppressive Fire

Battle Rifle/Blaster 24″ Strength 4

Plasma Rifle 18″ Strength 6, Sustained Fire

Grenade Launcher 24″ Strength 6 OR Strength 4, Sustained Fire

LMG/SAW/Repeating Blaster 24″ Strength 4, Suppressive Fire, Sustained Fire

Rocket Launcher 48″ Strength 8, move penalty all OR Strength 4, Sustained Fire, move penalty all

HMG/Heavy Repeating Blaster 36″ Strength 5, Suppressive Fire, Sustained Fire, move penalty all

New Armor Types:

Light Armor (flak jacket and helmet, etc.) +1 D

Medium Armor (mesh armour, partial carapace armour, etc.) +2 D

Heavy Armor (full carapace armour, light powered armour, etc.) +3 D

Very Heavy Armor (heavy powered armour, etc.) +4 D

New Other Wargear:

Beam Saber: +1 to dice roll when rolling to wound. Counts as In the Way of it’s wielder. If the In the Way roll is a 1, the shot is deflected back at the shooter and strikes him.

Holoshield: Creates a shimmering barrier around the wearer that always counts as In the Way of incoming fire.Jump Pack: See above.

Jetbike: See above.

Colonial Marines Army List

Colonial Marines Sergeant   Points value: 50

F      S  D A W C | M W F

4/3+ 4  6  2  2  5    2  1 1

Wargear: Assault Rifle, Medium Armor

May take:

-Flamer…5pts

-Shotgun…5pts

Special Rules:

Sergeant-If a Sergeant is within 12″ of a Lieutenant when that Lieutenant calls a Heroic Action, you may treat that Sergeant as having been the hero to call the Heroic Action instead.

Colonial Marine   Points value: 9

F     S D C

3/3+ 3 5 4

Wargear: Assault Rifle, Medium Armor

May take:

-Flamer…1pt

-Shotgun…1pt

1 out of every 3 may exchange his Assault Rifle for a:

-Plasma Gun…2pts

-Smartgun*…3pts

-Rocket Launcher…3pts

*A Smartgun is a LMG that may always roll 2D3 and pick the highest for Sustained Fire

Nova Respublik Army List

Nova Respublik Sergeant   Points value: 45

F     S D  A W C | M W F

4/4+ 4  6 2  2  4    2  1 1

Wargear: Assault Rifle, Medium Armor

Special Rules:

Sergeant-If a Sergeant is within 12″ of a Lieutenant when that Lieutenant calls a Heroic Action, you may treat that Sergeant as having been the hero to call the Heroic Action instead.

Nova Respublik Soldier   Points value: 7

F     S D C

3/4+ 3 5 3

Wargear: Assault Rifle, Medium Armor

1 out of every 3 may exchange his Assault Rifle for a:

-Grenade Launcher…2pts

-LMG…2pts

Rocket Launcher Team…6pts

Two warriors per warband may form a team with a Rocket Launcher and a Loader. The Rocket Launcher exchanges his assault rifle for a rocket launcher. If the Loader remains in base contact with the Rocket Launcher, and does not himself fire his rifle, the Rocket Launcher may reroll missed shots.

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Posted on February 10, 2015, in Game Projects and tagged , , , , , , , . Bookmark the permalink. Leave a comment.

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