These rules are intended to streamline combat engagements that occur outside of CQB ranges (see the separate CQB rules for quickly handling those types of fights). While designed with modern combat in mind, the rules should prove easily useful with near-future and sci-fi based combat as well, though I have my doubts about using them for historical or fantasy combat without some extensive modification.
The rules seek to streamline combat in several ways. First, they group units of “normal” enemy combatants (those we might call “mooks” and which the Cortex Prime book calls “mobs”) into groups while keeping more important enemies separate. Second, they abstract combat to avoid becoming mired in the details of how many feet a combatant can move in a single turn or worrying about specific facing.
Note that these rules have been created under some genre expectations. Particularly, that the characters are especially potent combatants, able to cut through normal soldiers like a hot knife through butter and tough to kill. The tone of the rules creates a high-action sort of vibe rather than a terribly realistic one, though the “grit” factor may be modified by the number and types of opposition encountered at once, as well as the advantages and tactics used by enemy combatants. If deadlier and more realistic mid-range engagements are desired, I recommend using normal 1 to 1 combat rules. The CQB rules given separately should work well with either this approach or the standard one.
Where these rules seem incomplete, refer to the CQB rules to fill in the gaps. If you still have questions or want to share the results of playtesting, let me know so I can address any issues and make these rules better for you!
Differences From CQB Rules
If you’ve read my CQB combat rules, which are designed to be used in conjunction with these rules, you’ll notice some differences. In many ways, these rules “zoom out” from the CQB rules, adding (a little bit of) complexity and nuance. Where the CQB rules group both the Player Characters and their NPC opponents, these rules only group opponents and allow the characters to act individually.
A Note About Cortex Prime
The Cortex Prime rules include instructions for creating and using “mobs” and “ganging up”. The squad-based rules in both this and the previous CQB rules are essentially an expansion of this idea with slightly more granularity.
Initiative
To keep things simple, initiative will pass back and forth between the players and the GM with one activation per character or unit until one side has run out of activations, at which point any remaining activations may be used if available to any other participating group. On the players’ turn, they may choose which character activates, but no character can activate more than once in a turn. Likewise, the GM may activate the characters and units under his control in any order, but none may activate more than once in a turn.
Which side has the initiative should be decided by the situation—typically the attacking force will act first. When there is a meeting engagement (neither side was expecting the other), an attempted ambush, or other unusual situation, each side should nominate a character (or unit) to roll for their side—the roll will be Approach+Analysis+Tactics Specialization (if any)+Assets, Circumstances, Etc.(if using the set-up described in the CQB Rules; otherwise modify as necessary), with the winner choosing which side goes first.
Zones
Zones and Distance: The combat space should be separated out into zones. Zones will be used to calculate range penalties, so use this idea as a general guideline for how zones are placed. Generally speaking, firing at combatants in one’s own Zone takes place at CQB range, those enemies in adjacent zones are at mid-range, and those more than one zone away are at Long Range. Of course, narrative trumps hard-and-fast rules, so adjust as necessary.
Distance Penalties: When firing at targets at mid-range, add a d8 to the target’s dice pool. Add a d10 for targets at long range.
Cover and Concealment: The use of cover and/or concealment is important under these rules. As such, each zone should be given a “Cover Rating.” The Cover Rating represents the highest effect die that can be used (or rather, the cap if a higher die is assigned to the effect die on a roll) when creating an advantage (usually called “In Cover.”). The zone’s Cover Rating is an abstraction of the distance between pieces of cover, the size of cover, the general density of cover, and whether the zone’s cover is actually cover (something that will stop bullets) or is generally concealment (something that makes it harder to aim at a target but that does not stop projectiles fired at the target).
Cover Penalties: It is assumed that all combatants are using cover. However, the best use of cover requires skill and understanding. Add the lesser of a character’s Direct Action rating (or a unit’s lowest quality rating) or the assigned Cover Rating to pools to resist attacks.
Flanking: “Flanking” any enemy is maneuvering so as to be able to attack the enemy from the side. In small-unit firefights such as those depicted by these rules, “flanking” means achieving a position of attack from which the target does not gain the benefit of cover. An actor (individual or unit), may take an action to flank an enemy; treat this as an attack on the Cover Advantage that persists until either the target or the attacker moves.
Movement Between Zones: Handle movement by determining how many actions it would take to move from one zone to another. No need for specific measurements.
Basic Enemy Combatants
Quality Rating: The Quality Rating, expressed as a die, represents the general effectiveness of a troop type, a combination of skill and training, morale, equipment and command structure.
Grouping Combatants: Basic combatants should be put in groups of one to five; the grouped combatants act as a single entity using the Quality Rating of each combatant in the group to constitute the dice pool used for any action (in line with the “mobs” rule in Cortex Prime).
Specialists: Specialists are, as the name suggests, specially trained soldiers with specific capabilities. In game terms, Specialists count as SFX for a group of combatants, giving the group options for the expenditure of Edge Points to undertake special tasks or modify normal tasks undertaken by the group. The expenditure of an Edge Point is required to use Specialist. A group of combatants may have a number of Specialists equal to the number of troops it contains. Examples of Specialists:
Flamethrower: The acting unit must be in the same Zone as the target. The GM spends an Edge Point when the unit attacks to declare that the Flamethrower specialist is deploying the flamethrower. If the attack causes damage, the target takes an On Fire condition equal to the effect die of the attack. At the end of each turn in which the affected character has not extinguished the condition, the character takes damage according to the effect die of the condition. An affected character may attempt to put the fire out in the same manner as overcoming any other situational condition placed upon him.
Grenadier: When the unit attacks, the GM spends one or more Edge Points to declare that the Grenadier is using his or her equipment. For each Edge Point spent, the GM may do one of the following: (1) add another die equal to the Quality Rating of the Grenadier to the attack pool or (2) add another target (in the same zone as any other target) to the attack. Separate Effect Dice must be assigned to each target.
Medic: At any time, the GM may spend an Edge Point to declare that the Medic is activating to resuscitate a fallen combatant. The difficulty of the test to resuscitate a combatant is equal to 3d8; if the Medic succeeds with an Effect Die equal to or exceeding the Quality Die of the fallen combatant, that combatant is returned to his or her unit. Note that this action does not use the unit’s turn.
Drone Operator: Drones come in many forms, from remotely-operated turrets to flying surveillance or explosive-delivery devices. When the GM spends an Edge Point to activate the Drone Operator’s Specialty, she may choose one of the following:
Turret: add a new, standalone combatant with a pool of 3d6 to the fight. The turret may only take the attack or suppressing fire actions, acts separately from the unit that created it, and resists attacks at its dice pool.
Surveillance Drone: While this drone is operational, remove the Drone Operator’s die from the unit dice pool. The drone resists damage with a pool of 3d6. It may move one zone per turn and no target in that zone benefits from advantages representing concealment or cover while the drone is present in the drone.
Because the Drone Operator has limited resources in the field, the cost of deploying a drone (in Edge Points) doubles with each successive drone (1, 2, 4, etc.).
Marksman: When a unit containing a Marksman attacks and the GM uses an Edge Point, the target does not get to add his Armor Asset (if any) to the pool opposing the attack.
Machine Gunner: The GM may spend one or more Edge Points to place a Suppressed condition (disadvantage) equal to the Specialist’s Quality Die on one target for each Edge Point spent. Remove the Specialist’s Quality Die from the unit’s dice pool for as long as the condition remains in effect.
Note about Specialists: If you want to add some complexity and variation to your basic troops, you might consider giving them a separate Specialist die for various Specialists, using that die instead of the Specialist’s Quality Die in pools using the Specialist.
Attack and Defense:
The attack dice pool is formed as with any conflict under Cortex Prime rules—attacking characters will add an Approach, the Direct Action Role, and any Specializations, Assets, or Advantages to the pool, while the defenders will add their approach, Direct Action Role, Cover, Range and any Specializations, Assets, or Advantages. Units will use the dice pool formed from their combined Quality Dice.
When attacking a unit, the attacker may assign more than one Effect Die to take out multiple members of the unit in one attack, but only one Effect Die that would cause injury but not take a member of the unit out of action may be assigned.
Ex. The player-character member of a special operations team has gotten the drop on a fireteam of enemy grunts. The player character wins the conflict test and has d8 and 2d6 left over which might be assigned as Effect Dice. The grunts are well-trained, with a Quality Die of d8. The attacked may put one enemy combatant out of action with the D8 and may assign the d6 as an injury to a member of the unit (which counts as a Consequence/Disadvantage; see the CQB Rules). The attacked cannot also assign the second d6 because there is already an injury assigned to the unit.