3 Infantry

The basic unit in Skirmishers is the infantry trooper. This section covers the standard rules for basic infantry troopers.

Unit Card

The unit card shows the current capabilities of a trooper and tracks damage. A unit card can be formatted in any way so long as it contains all the essential information. Below is a sample unit card for a basic infantry trooper.

’Sample Basic Trooper’

Basic Trooper Unit Card

Basic information about the trooper, such as their name, rank, squad position number, and skill level are tracked at the top of the unit card. This section also tracks the squad leader and their leadership skill.

Damage to the trooper is tracked in the HP section. HP cells are labeled by their HP value, from highest to lowest, 10 to 1, from left to right. HP cells are fully crossed out when the trooper takes lethal damage (X) and partially crossed out when the trooper takes bludgeoning damage (\). The current HP of the trooper is given by the first cell to the right of the lowest fully crossed out HP cell. For example, if the trooper has HP 9, 7, and 6 fully crossed out and HP 5 partially crossed out, then their current HP is 5.

Total action points (AP) for the trooper are given in the AP section. A regular trooper has 8 AP at 10 HP. Use the AP value in the column corresponding to the trooper’s current HP. For example, if a regular trooper has 5 HP, then they have 7 AP.

Similarly, the modifier section tracks the current modifier for the trooper’s target numbers from damage. For example, if the trooper has 5 HP, then add +2 to all target numbers.

The trooper can wear body armor. A trooper ignores bludgeoning damage while wearing armor and any cells of armor are destroyed before applying lethal damage to the trooper. Mark off any unused cells of armor before the game.

The weapons section lists the primary and secondary weapons the trooper is carrying, along with their damage values and range brackets. Basic troopers also carry 4 hand grenades and may carry additional equipment. Any rifle or SMG automatically comes with a bayonet attached.

Weapons and Equipment

Troopers carry one primary weapon, one secondary weapon, and 4 hand grenades. All troopers have a helmet and combat knife. The combat knife is assumed to be attached as a bayonet if the trooper is carrying a rifle or SMG. Troopers may carry additional equipment in some cases.

Primary Weapons Each trooper carries a single primary weapon. Troopers can use the following primary weapons:

Weapon

Damage

Shots

Short Range

Long Range

PV

SMG

3X

x3

5

17

23

Rifle

4X

x1

26

85

159

Laser SMG

4X

x3

43

127

76

Laser Rifle

5X

x1

66

232

143

Gyrojet Rifle

6X

x1

31

137

107

Primary Weapons

Each weapon can only fire a limited number of shots into a firing arc. The shots modifier gives the scaling for the number of shots based upon firing arc size.

Secondary Weapons Each trooper may carry a single secondary weapon. Troopers can use the following ranged secondary weapons:

Weapon

Damage

Shots

Short Range

Long Range

PV

Pistol

2X

x2

7

20

13

Auto Pistol

3X

x3

6

22

19

Laser Pistol

4X

x2

11

40

64

Ranged Secondary Weapons

Each weapon can only fire a limited number of shots into a firing arc. The shots modifier gives the scaling for the number of shots based upon firing arc size.

Troopers can use the following melee secondary weapons:

Weapon

Damage

AP Cost

Short Range

Long Range

PV

Fists

(max AP/2)\

5

1

Bayonet/Knife

3X

5

1

Blackjack

5\

5

1

5

Club

1X, 4\

5

1

2

Stun Baton

8\

5

1

6

Sword

4X

5

1

6

Vibroblade

5X

5

1

19

Melee Secondary Weapons

A trooper always has their fists and a bayonet/knife. The other melee weapons take the place of a secondary weapon.

Explosive Weapons Troopers can use the following explosives:

Weapon

Damage

AP Cost

Ammo

Short Range

Long Range

PV

Hand Grenade

6X/3X/1X

AP

4

AP

44

Satchel Charge

10X/5X/2X

3 or AP

1

AP/2

88

Explosive Weapons

The ammo column indicates how many rounds of ammunition come with the weapon. The damage is given is descending order for the point of detonation, the adjacent dots, the dots 2 away from the detonation, and so on. It takes 1 AP per dot to throw a hand grenade and it takes 2 AP per dot to throw a satchel charge.

A trooper carries 4 grenades in addition to their primary and secondary weapons. A satchel charge is a secondary weapon, so a trooper cannot carry another secondary weapon if they are carrying a satchel charge.

Body Armor Troopers can wear body armor. A trooper ignores bludgeoning damage while wearing body armor and any cells of armor are destroyed before applying lethal damage to the trooper.

Armor Type

Coverage

AP Cost

Basic

2

1

Standard

4

2

Heavy

6

3

Body Armor AP Costs

To equip body armor on a trooper, indicate the number of cells of body armor on the unit card and mark off all other cells of armor before the game. Reduce the trooper’s AP to account for the body armor. For example, with standard body armor, leave 4 cells of armor on the unit card and reduce all values in the AP row by 2.

Movement

Troopers may move and take special actions prior to taking any combat actions.

Basic Movement Troopers can use a maximum of 8 AP for movement. Troopers move between adjacent dots on the map so long as the the new location is on valid terrain and the path between the dots does not pass though an impassible obstacle, such as a solid high wall or the truck of a tree.

Movement between adjacent dots with no obstructions between them costs 1 AP. Movement between adjacent dots with an obstruction between costs 2 AP. Obstructions include objects that are shorter than a person, such as furniture, light vegetation, and low walls.

Troopers may only enter and exit buildings through doorways and windows. Movement between adjacent dots that passes through a doorway costs 2 AP. Movement between adjacent dots that passes through a window costs 4 AP; however troopers cannot voluntarily fall out of an upper story window or off of a building.

Troopers may use stairs and ladders to change levels in or on a building. Movement between levels costs 3 AP. The trooper stays on the same dot when changing levels. The current level of the trooper should be tracked on the unit card or next to the miniature.

Troopers may hide behind solid obstructions, such as furniture and low walls. It costs 1 AP to go prone. It costs 2 AP to stand from a prone position. Movement while prone costs double the standard AP.

Movement Type

AP Cost

Standard

1

Obstructed

2

Through door

2

Through window

4

Change level

3

Go prone

1

Stand from prone

2

Move while prone

2x

Movement AP Costs

Special Actions A trooper may take the following special actions during their movement:

Action

AP Cost

Change Weapon

3

Exchange Equipment

6

Special Action AP Costs

A trooper can only have one weapon active at a time. It costs 3 AP to change active weapons, including to change to an explosive. A trooper automatically switches back to their primary or secondary weapon after using a grenade or satchel charge, for 0 AP.

Troopers may exchange weapons or equipment. It costs 6 AP to take a weapon or equipment from another trooper, including a dead or unconscious trooper. A trooper cannot exceed the basic carrying capabilities given on their unit card. A trooper may drop weapons or equipment for 0 AP; however, any trooper, friendly or enemy, may pick up the dropped weapon or equipment.

Combat

After moving, troopers may use any remaining AP for combat actions, such as establishing a firing arc, engaging in hand to hand combat, or using explosives.

Firing Arcs A trooper may establish a 30 degree, 60 degree, or 150 degree firing arc by paying the corresponding AP. When establishing a firing arc, the vertex of the arc is the dot the trooper is standing on and can be oriented in any direction. The trooper may make a fixed number of shots into the firing arc, given by the base number of shots for the firing arc multiplied by the weapon modifier. For example, a 60 degree firing arc has a base of 2 shots. A trooper with a pistol may shoot into this arc up to 4 times, while a trooper with a SMG may shoot into this arc 6 times.

When an enemy trooper activates in or moves into the firing arc, the firing trooper may fire upon the targeted trooper. This attack is resolved before the targeted trooper continues their movement.

Firing Arc Size

Shots

AP Cost

30 Degrees

1

2

60 Degrees

2

4

150 Degrees

4

6

Firing Arc AP Costs

Line of Sight If a trooper can only attack a target if they have a valid line of sight. Draw a straight line between the firing trooper and the targeted trooper. Obstructions, such as furniture, light vegetation, and low walls, provide cover but do not block line of sight. Additional troopers, enemy or friendly, between the firing trooper and the targeted trooper also provide cover, unless the firing trooper is standing and the intervening trooper is prone. Impassible obstacles, such as a solid high wall, the truck of a tree, or a trooper, block line of sight.

If the firing trooper or targeted trooper is prone, then any solid low obstructions, such as furniture and low walls, that are adjacent to firing trooper block line of sight. If the firing trooper and the targeted trooper are prone, then any solid low obstructions block line of sight.

If either the firing trooper or the targeted trooper is at a higher level, such as at the window in a building, then only obstructions and obstacles at the same level of the higher trooper provide cover or block line of sight. However, all obstructions and obstacles within one dot of the targeted trooper always provides cover or blocks line of sight.

Resolving Fire Note: Players resolve fire during the enemy movement, which occurs during your opponent’s turn.

If an enemy trooper activates in or moves into a firing arc, the firing trooper may choose to fire as long as the firing trooper has a valid line of sight. If an enemy trooper is in multiple firing arcs, then firing troopers may all choose to fire, in any order. If an enemy trooper stands from prone, then they may be shot by any firing trooper that did not previously attack them on the current dot. A firing trooper may decide to not fire if they wish to preserve the firing arc for a future target.

Resolving fire is a 2D6 check with the firing trooper’s current active weapon. If the roll meets or exceeds the target number, then the attack succeeds.

The base target number for ranged attacks is 6. Count the number of dots in the shortest path between the firing trooper and target trooper to determine the range. There is no modifier to the target number if the weapon is in short range. If the weapon is in long range, then add a +2 modifier to the target number.

Apply any modifier for damage to the firing trooper. Add a +1 modifier for each obstruction in the path of fire between the firing trooper and the target trooper, except for any obstruction between the firing trooper and any adjacent dots. Use a -1 modifier if the firing trooper is prone. Add a +1 modifier if the targeted trooper is prone and greater than 1 dot away. Use a -1 modifier if the targeted trooper is prone and 1 dot away.

Condition

Modifier

Short Range

+0

Long Range

+2

Cover

+1 per

Attacker Prone

–1

Target Prone

+1

Target Prone Adjacent

–1

Target Number Modifiers

If the attack succeeds, roll an additional 2D6. This is the initial cell to apply damage in.

Each weapon has a lethal damage value (X) and a bludgeoning damage value (\). Lethal damage is applied first. If the trooper has any remaining body armor, cross out body armor cell for each point of lethal damage. If any lethal damage remains after destroying any body armor, then apply the remaining damage to the troopers HP cells. Start with the initial cell given by the 2D6 roll and fully cross out the number of HP cells given by the lethal damage value (X) of the weapon. Skip any previously fully crossed out cells and fully cross out any partially crossed out or undamaged HP cells.

Then apply any bludgeoning damage (\). If the trooper has any remaining body armor, then ignore all bludgeoning damage. Start with the first cell after the last cell affected by the lethal damage or the initial cell if the weapon does not have a lethal damage value (X). Partially cross out the number of HP cells given by the bludgeoning damage value (\) of the weapon. If an HP cell is already partially crossed out, then fully cross out the cell.

The targeted trooper’s new HP is given by the first cell to the right of the lowest fully crossed out HP cell. The corresponding maximum AP is given by this column on the unit card. The new maximum AP immediately applies to the targeted trooper. If this new AP value meets or exceeds the AP the targeted trooper has already spent this turn, the targeted trooper immediately falls prone and can take no further actions.

If the firing trooper has fired the maximum number of shots the weapon supports, then remove the firing arc once the firing is resolved. A trooper may decide to not fire if they wish to preserve the firing arc for a future target.

Melee Combat It costs 5 AP to make a melee attack. The amount of bludgeoning damage for a melee attack with fists is given by half the attacking trooper’s current maximum AP. Melee combat is resolved in the same way as ranged combat, and the attack is resolved during the targeted trooper’s turn when they activate, before the targeted trooper takes any actions or movement.

The attacking trooper must have a melee weapon active. The attacking trooper may use a bayonet attached to their current active weapon or use their active weapon as a club. A trooper can always make a melee attack with their fists.

Resolving melee combat is a 2D6 check with the attacking trooper’s current active weapon. If the roll meets or exceeds the target number, then the attack succeeds.

The base target number for melee attacks is 4. Apply all appropriate modifiers given above, except any modifiers for cover. Damage is applied as above.

Explosives AP cost for attacks with explosives are determined by the weapon. A thrown grenade costs 1 AP for each dot its thrown, and a thrown satchel charge costs 2 AP for each dot its thrown. Double these AP costs if the attacking trooper is prone. A trooper cannot set up a firing arc after using an explosive. The explosive must be the trooper’s current active weapon in order to make an attack with an explosive. A trooper automatically switches back to their primary or secondary weapon after using a grenade or satchel charge, for 0 AP.

A trooper can throw a hand grenade or satchel charge down a ladder or stairs any number of levels or up one level, at a cost of 3 AP. The trooper must be standing on the stairwell or ladder to throw the explosive up a level and may be on or adjacent to the stairwell or ladder to throw the explosive down any number of levels.

Explosives are resolved in the same way as ranged combat, but the attack is resolved at the end of the attacking side’s turn. Place a token at the targeted dot for the explosives during the firing trooper’s turn and resolve the explosive after all troopers on your side have activated.

Resolving explosives is a 2D6 check with the firing trooper’s current active explosive. If the roll meets or exceeds the target number, then the attack succeeds.

The base target number is the number of AP used to throw the hand grenade or satchel charge. Apply all appropriate modifiers given above. Since explosives target a dot and not a trooper, do not apply any modifiers for a prone target.

If the target number is met, then apply damage starting at the targeted dot and moving outwards. Damage is applied as above. Impassible obstacles between the center of the explosion and the affected trooper, such as a solid high wall or the truck of a tree, block explosive damage. Low solid obstructions such as furniture and windows also block explosive damage if the affected trooper is prone. Explosive damage is also applied to troopers above or below the explosion, such as in a stairwell. Treat each level of height as one dot further away from the center of the explosion.

If the target number is not met, then the explosive scatters. The explosive scatters from the targeted dot. If the explosive was fired through a window, then the explosive scatters from the first dot before the window along the line of sight. Roll 1D6 to determine the scatter direction, identifying one direction to correspond to a result of 1 and proceeding clockwise with the other values. If the path of scatter intersects an impassible obstacle, such as a solid high wall, then the explosive does not scatter and the center of the explosion stays on the targeted dot. Move the center of the explosion to the new dot and apply damage as above.