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    Headquarters Training CircularDepartment of War FAD 4.0

    FAST AND DIRTYGeneric Wargame Rules for

    Fast & DirtyModern and Sci-Fi Combat

    ByIvan Sorensen

    Document Status: FINALApproved: 09 March 2009Restrictions: None. Cleared for public release.

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    1

    FA ST A ND DIRTY

    Cr e d it sGame Design & Development - Ivan Sorensen

    Graphics, Layout and Co-Development v3 Onwards - Steve GreenValuable Contributions & Artwork - Alan Morey

    Artwork - Javier Garcia, Stefan Hrnstrm, Randy Linbourn

    A CKNOW LEDGEMENTSI want to thank my wife for putting up with me, and everyone out there who

    asked questions, offered suggestions and helped make the game what it is today.Honorable mention goes to Jon Tuffley from Ground Zero Games.

    http://www.groundzerogames.net

    Without his fantastic Stargrunt 2 rules, this game would never have existed.

    SUPPORTFast and Dirty is a work in progress. I encourage you to visit

    http://www.freewebs.com/weaselfiercefrom time to time and check for updates and new supplements.

    Better yet, why not join the Yahoo Grouphttp://games.groups.yahoo.com/group/fastanddirty

    and help shape the future of Fast and Dirty! Let me know how the rules areworking for you. Im always interested in hearing suggestions from players, and

    Ill answer all of your rules questions too!

    L e g a l No t ic eFast And Dirty is 2006 - 2009 by Ivan Sorensen.

    All Rights Reserved.This electronic book is copyright by Ivan Sorensen. It is offered to the gaming

    public free of charge. Redistribution by any means is not only allowed butencouraged, provided this is done free of charge.

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    2

    TA BLE OF CONTENTS

    INTRODUCTION

    Overview 5New Players 5Miniatures 5Spirit of the Game 5

    GETTING ST RTED

    Force Profiles 6Unit Name 6Quality 6Movement Rate 6Resolve 6

    Armour 6Weapons 6Game Units 7

    Infantry 7Vehicles 7Support 7

    Tabletop Prep 8Scenario Creation 8Building Forces 9

    Platoons 9Squads 9

    Weapons 10Command Squads 10Review 10Variations 10Enhancements 11Limitations 11

    PL YING THE B SIC G ME

    Turn Sequence 12Unit Activation 12Checking Resolve 13

    Morale Tests 13Movement 14Infantry Move 14Infantry Rush 14Vehicles as Transports 14Vehicle Move 15

    Coherency 16Difficult Ground 16

    Shooting 17Line of Sight 17Fire Priority 17Range 17Shooting at Infantry 18

    Determine Fire Effect 18Allocate Hits 18Determine Damage 19

    Shooting at a Vehicle 19Determine Fire Effect 19Determine Penetration 20Determine Damage 20Destroying a Vehicle 21

    Shooting a Blast Weapon 21Ranging In 21Determine Impact Area 21Determine Strike Effect 21

    Close Assault 22Assaulting Infantry 22Determine Victor 22Determine Casualties 22Overrun 22Assaulting a Vehicle 23Nerves of Steel 23Determine Damage 23About Transports 23

    Under Fire 24Pinning 24

    DV NCED RULES

    Command Disruption 25Command Response 25

    Determine Command Response 25Demolitions 26Drop Troops 27

    Select Drop Point 27Determine Drop Success 27Scatter 27

    Exceptional Troops 27Fire Teams 28Fortifications 28Heavy Weapons Teams 29

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    Hidden Movement 29Indirect Artillery Fire 30

    Determine Timing 30Determine Accuracy 30

    Jet Packs 30

    Leaping 30Bounding 30Last Stand 31Mines 31

    Mines versus Infantry 31Mines versus Vehicles 31

    Non-Combatants 31Officers 32Opportunity Fire 32Personalities 33

    Brawler 33

    Comm 33Knife Fighter 33Lucky 33Sharpshooter 33Trigger Happy 33Medic 33Motivator 33

    Power Armour 33Psionics 34

    Invocation 34Degrade 34

    Demoralize 34Embolden 34Enhance 34Expose 34Harm 34Heal 34Inspire 34Shield 34Terror 34

    Recover Wounded 35Wounding 35

    Forming Aid Teams 35Determine Recovery 35Leave No One Behind 35Moving Wounded 35

    Scout 36Sentry Guns 36Smoke Grenades 37Snipers 37

    Determine Clear Shot 37Task System 38

    Attempting a Task 38Traits 39

    Aerial 39

    Aggressive 39Agile 39Assault Troops 39Berserk 39Brave 39Bug Hunter 39Combat Drugs 39Elusive 39Engineer 39Fanatic 39Fearless 39

    Flyer 39Goon 40Grizzled 40Hardened 40Hero 40Hivemind 40Holy (Item) 40HQ 40Infect 40Infiltration 40Legend 40

    Mechanized 40Recon 40Regenerate 41Relentless 41Save 41Self-Repairing 41Shaky 41Shock Troops 41Slow 41Slow Firing 41Stealth 41

    Swift 41Tank Hunter 41Terrifying 41Tough 41Unholy (Item) 41Villain 41Zombie 41

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    Vehicle Bogging 42Vehicle Properties 42

    Advanced Targeting System 42Amphibious 42Close-in Defense System 42

    Command Vehicle 42Electronic Countermeasures 42Forward Observer 43Improved Weapons Control 43Medevac 43Reactive Armour 43Smoke 43Stealth 43Supercharged 43Under-Powered 43Urban Warfare Kit 43

    Weapon Stabilizer 43

    PPENDICES

    Basic Force Building Tutorial 44Advanced Force Generation 48

    Overview 48Priority Assignment 48Generate A Force 49

    Defaults 49Manpower 49Firepower 49

    Gear 50Support 50Training 50Aggression 50Additional Changes 51Officers 51Heroic Characters 51Psionics 51Not Like Us 51

    Point Value System 52Introduction 52

    Infantry 52Heavy Weapons Teams 54Officers 54Psionics 55Snipers 55Unit Abilities 55Unit Traits 56Vehicles 57

    Vehicle Properties 58Scenario Generation 59

    Overview 59Generation Sequence 59

    Select a Stance 59

    Select an Attitude 59Determine Recon Points 60Setup Terrain 60Determine Missions 61Deploy Contact Markers 61Spend Recon Points 61Reveal Forces 62

    Mission Details 62Campaign System 64

    Introduction 64Building A Campaign 64

    Tree Campaign 65Post-Battle Steps 66Replacements 66Reinforcements 66Experience 66

    Reference Tables 67Weapons Tables 69Vehicle Tables 70

    OPTION L RULES

    Greater Variety 11

    Card Activation 12Losing Heart 14Variable Movement 15Hit Allocation 18Squad-Based Damage 19Crossfire 24

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    5

    INTRODUCTION

    OV ERV IEW

    Fast and Dirty was designed to provide a quick,uncomplicated, yet realistic game system forsmall unit modern day, near future and sci-fiskirmish combat.

    By building upon basic military principles thathave not changed much over time, such astroop morale, motivation, and experience,these rules are an attempt to create a systemthat will serve just as well for fire fights today

    as those far off into the future.Each player will field a small force, rangingfrom a few squads to a reinforced platoon withsupport elements, including heavy weapons,artillery, even a vehicle or two. Forces can becreated in one of three ways: using a simplerandom force generation system to get youplaying quickly, a more advanced system forexperienced players, and a detailed pointssystem for the ultimate in flexibility.

    Though the system is easy to learn and play,this doesnt mean the game is lacking details.In fact, there are actually three levels of play.First you will learn the Basic Game, whichprovides all the core rules necessary to headoff into battle. Then, as you become familiarwith the system, you might want to considerusing some of the

    dvanced Rules

    , which willadd more depth to your gaming experience.Finally, there are a number of Optional Ruleswhich you can incorporate into your games toadd even greater detail. The choice is yours.

    Fast and Dirty is a generic system, specificallydesigned to work with a wide array of settingsand miniatures. Feel free to devise your ownworlds and forces, based upon the miniaturesin your collection.

    NEW PLA Y ERS

    Players new to the game should start small,with 2 or 3 identical infantry squads on eachside, using only the Basic Game rules formoving, shooting and assaulting. No heavyweapons, artillery or vehicles.

    Then, as you get more comfortable with thesystem, you can add more forces to the mix,and begin to experiment with some of theAdvanced and Optional rules.

    MINIA TURES

    Fast and Dirty will work with any miniaturesranging in size from 15mm to 28mm. Figuresshould be based individually. Each representsa single soldier or piece of equipment.

    Ground scale is considered relative, with an eyetowards making the game playable on smallerplaying spaces - a 4 x 4 table is all you need.

    SP IRIT OF T HE GA ME

    The rules cant cover every situation. Andbecause we encourage players to introducetheir own troop types, weapons, stats andtraits, there may be an unforeseen impact onthe way the game was intended to flow.

    For these and other reasons, we suggest youuse common sense and good sportsmanship to

    establish an outcome that will be enjoyable forboth sides.

    Play for the fun of it you wont regret it!

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    GETT ING STA RTED

    FORCE PROFIL ES

    All forces used in Fast and Dirty are presentedusing a common template or profile. Thisprofile is used to describe the units and detailtheir game values.

    A profile contains the following:

    Unit Name: This simply identifies the unit inquestion. Examples include Light Infantry,Assault Marines and Star Guard; you arelimited only by your imagination.

    Quality: Think of this as a combination oftraining, competence and experience. Thereare four levels of quality:

    Rabble These units are poorly trainedand inexperienced.

    Conscript These units have sometraining but limited experience.

    Regular Skilled and seasoned units.

    Elite The best of the best, typicallyreserved for Special Forces.

    The overall quality of a unit