"Alone in The Streets"
Solitaire Rules for Firefight 2.0 by Bob Minadeo.
A variant of Firefight 2.0 allowing you to play any scenario solitaire with the addition of nothing more than a deck of playing cards.
This variant of Firefight will allow you to play any scenario solitaire. It is also suitable for play with your friends all playing the same side. This is particularly useful for introducing the game to a new player or just to allow you to explore the world of Firefight in a less competitive vein.
Playing same side or solitaire also allows us to entertain a bit of random mayhem that would be inappropriate for a strict points based competition game. To that end we have introduced the possibility of random events that may affect both sides, although the player side has a slightly greater chance of suffering reverses at the whims of fate.
To play this variant of Firefight 2.0 you will need a deck of fifty two regular playing cards, with the two Jokers left in the deck.
The following conventions apply.
Uses of the cards: Cards are drawn for one of four purposes.
1. At the start of each turn to see if a random event is triggered.
2. When a non-player character (NPC) figure is activated.
3. When a non-player character that is not marked “Turn Done” is attacked.
4. To randomly select a figure from among those in play.
At game start shuffle the deck of cards and stack it on the table in a convenient location.
In Solo Firefight we add a new phase to the beginning of each turn, the Random Events phase. Draw the top card from the deck and turn it over. If it is an Ace through 10, discard it next to the deck and proceed to the Initiative phase. If it is a Joker, shuffle the deck again and move on to the Initiative phase. If it is a King, Queen, or Jack, a random event will occur. Consult the table of random events at the end of this article to see what happens. After resolving the event, remove the card that caused it from the deck for the remainder of the game. Each event may only occur once per game. After resolving the event, play proceeds to the Initiative phase.
Roll dice as usual to see which side has the option of going first or second. The non-player, or game controlled side (NPC), will always choose to go first if any of its figures has an enemy figure in LOS at turn start. Otherwise the NPC side will choose to act second.
Non-Player Figure Activation
When it is the NPC side’s turn to act a card will be drawn for each figure in turn to see what action that figure will take. Start with figures that have LOS to an enemy figure, then move on to figures that do not have an enemy figure in LOS. In each case, figures will act based on how close they are to the enemy. Those closest will act before those further away.
To see what action a figure will take, draw the top card from the deck.
Each card suit is tied to the options available to players of FF 2.0. Generally speaking Spades mean intent to harm the enemy even at risk to self. Hearts mean a more measured approach is in order. Clubs a willingness to wait and see how the turn plays out. Finally diamonds indicate discretion is the order of the moment.
Number Cards: The number on each card gives the distance to an enemy character in LOS that will trigger either an Aimed Fire or Move and Fire option. If there is no suitable enemy figure within that range, the NPC figure will execute the suit’s default action. Here an Ace counts as “adjacent”.
Picture Cards: If drawn as an action card, a picture card indicates the figure will fire at the closest enemy in LOS and within weapon range regardless of distance or chance to hit. Suit will indicate the specific action used to make the attack. If no enemy figure is in line of sight, the figure will take the suits’ default action.
Spades (Intent to Harm)
A spade indicates the figure will use an Aimed Fire action if an enemy figure is in LOS within the distance indicated by the card.
If there is an enemy within the distance indicated by the card but not in LOS (such as figures hiding behind terrain) the figure will default to an Assault action.
If there is no enemy figure within the distance indicated by the card the figure will default to a Move action. The figure will move as close to the nearest enemy as it can. The figure will end its move in the best cover it can reach given its objective of closing with the enemy, this means it can end up in the open if no cover is available.
Hearts (Measured Approach)
A figure drawing hearts will use a Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement from this action will only be used if the figure can end its move in soft or better cover.
If there is no enemy figure in LOS within the distance indicated by the card the figure will default to a Move action. The figure will move as close to the nearest enemy as it can but only if it can end its move in soft or better cover.
Failing that, if the figure cannot move into soft or better cover, it will stay where it is with a Stay Frosty action, firing on the first enemy to spend a General dice within LOS and weapon range.
Clubs (Willingness to Wait)
A figure drawing clubs will use a Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement from this action will only be used if the figure can end its move in hard or better cover.
If there is no enemy figure in LOS within the distance indicated by the card the figure will default to a Stay Frosty action, firing on the first enemy to spend a General dice within LOS and weapon range.
A figure drawing diamonds will use a Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement will be used to move away from any enemy figures only if the figure can end its move in hard or better cover.
If there is no enemy figure in LOS within the distance indicated by the card the figure will default to a Move action and move as far away from the enemy as possible and end in the best cover state available (this may be open). A figure that is already behind the furthest available cover on the battleground will Stay Frosty instead of Moving, firing on the first enemy to spend a General dice within LOS and weapon range.
If a Joker is drawn, immediately reshuffle the deck and then draw the new top card to see what action to take.
Non Player Character Defensive Options
When an NPC figure that has yet to act this turn is attacked, draw the top card of the deck to see what Defensive Option the figure chooses.
Spades: The figure will Return Fire.
Hearts: The figure will Return Fire.
Clubs: The figure will rely on its Armour for protection.
Diamonds: The figure will Run for Cover.
Joker: If a Joker is drawn, immediately reshuffle the deck and then draw the new top card to see what action to take.
When the rules call for you to make a random selection deal out one card to each eligible figure. Usually this will be to determine which figures experiences a random event. The figure with the highest value card is selected.
Card are ordered from high (Ace of Spades) to low (2 of diamonds) in this order by value: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4 ,3 ,2 and suite; Spades, Hearts, Clubs, Diamonds. Thus the Six of Hearts is considered a higher card than the Six of Clubs.
Should a Joker be drawn for random selection, discard it and draw another card. Be sure to reshuffle the deck after the random selection has been completed.
Well that’s it really. The rest of the game proceeds according to the Firefight rule book and whichever scenario you have decided to play. Play proceeds from turn to turn until your objective is achieved or you feel victory is out of your reach. Then set up another scenario and once more into the breach!
Feel free to modify these rules to better suit your style of play or simply just to see what will happen. For example you could omit the Random Events phase if that’s not the sort of thing you like in your games. In the same vein you could expand on the random events listed to better suit the models in your collection.
The only hard and fast rule is to have fun... and be creative. Wait that’s two rules... Break Transmission.
Random Event Descriptions
King of Spades: Sniper Attack!
An enemy sniper team has gotten a shot! Roll 1d6 per PC side figure currently in play. If any 6’s are rolled, one PC side figure determined at random has suffered one hit by a Valerin 9Kw Laser Rifle. The targeted figure may use any of the defensive options other than Return Fire.
Queen of Spades: Artillery Barrage!
There is no such thing as “friendly fire”. One side or the other has mistakenly landed a barrage in your battle ground. Roll 1d6 for each figure in play, friend and enemy both. Any figures rolling a 6 are killed and removed from play. Roll 1d6 for each terrain item in play. Any terrain item rolling a 6 is destroyed just as if it had failed to dodge a hit from a heavy weapon. All figures are now marked “Turn Done” and play proceeds to the following turn’s Random Event phase.
Jack of Spades: Booby Trap!
One of your lads triggers an enemy device. Select one of your figures at random and roll two dice. Any 6’s are strength 1 hits. Any defensive option other than Return Fire may be selected.
King of Hearts: Religious Procession
Even in these dark times, or perhaps “especially” in these dark times, those with the Calling embark on The Pilgrimage. All factions know better than to interfere with the Pilgrims. Life on New Bosworth is hard enough without having angered the Almighty. 1d6 Monks enter play from a randomly determined battle ground edge. They will move in single file, three General Dice per turn on course for the opposite board edge. The Monks will move after the Initiative Phase but before any other figures take their turn. If the Monks encounter an obstacle roll 1d6. On 1-3 they will move around it to their right, or on 4-6 they will move around it to their left. On reaching the opposite side of the board the Monks will exit, each monk spending one General Dice to do so. No figure of any faction may attack a target that could count a Monk as cover, nor may the Monks themselves be targeted. If there is any possibility that a scattering weapon could attack the Monks, that weapon may not be used this turn. Monks may still be subject to an Artillery Barrage should one occur while they are on the table.
Queen of Hearts: Addled Citizen
It is well known that the Barons mean no harm to the average citizen, even while their Retinues battle in the streets of Bosworth. However for some the sounds of combat are just too much, causing the citizen to “snap”. In some cases the “snap” happened before battle was joined.
An addled citizen stumbles out onto the street searching for a lost loved one, lost pet, or perhaps just their lost sanity. The citizen appears on a random board edge and will move 3 General Dice straight out across the board on its first move. On subsequent moves roll 1 dice before moving the citizen and check the result below:
1: Same as last turn
2: Right from last turn
3: Left from last turn
4: Opposite of last turn
5: Diagonally towards nearest board edge.
6: Straight towards nearest board edge.
The citizen moves after the Initiative phase but before any combatant figures take their turn. Each turn the citizen may spend up to 3 General Dice on movement. If the citizen’s move takes it into contact with an obstacle or figure, the citizen will immediately stop moving that turn and ask the obstacle or figure if it “has seen which way Princess Tinkle has gone?”, “would you like a cuppa?”, or enquires “so how is your Aunt Margaret?” or some similar such request or platitude.
If fired on and hit the citizen has no save options. In melee the citizen may use its 3 General dice as a melee score of 3. There is no restriction other than your conscience on attacking an addled citizen or using one for cover. In fact a figure adjacent to the citizen may declare that it is moving with the citizen. Move the citizen as normal and allow any figure’s moving with the citizen to position themselves adjacent to the citizen in any square the moving figure would have been able to enter. Mark any figure that moved with the citizen “Turn Done” and return to the regular sequence of play.
Jack of Hearts: Rogue Dispenser Bot
In times of peace, Dispenser Bots are a common sight on the streets of Bosworth, peddling anything from synth-meat pies to ice cold Irn-Bru. The Bots’ noise, vibration and proximity sensors are enough to keep them off the streets in time of upheaval. Yet as with all machinery malfunctions do occur.
A rogue Dispencer Bot ambles onto the field of play offering to supply tasty snacks to one and all! The Bot will enter from a random battle ground edge. With a move score of 4, the Bot will move towards the nearest living figure of either side, stopping when it is adjacent. If it is adjacent to a figure at the start of its turn it will simply offer a syth-meat pie, cold drink, or Moon Pie to the soldier. Having done, so it will move off towards the next nearest living figure on the following turn and so on. The Bot will not stop at a figure it has already offered refreshments too unless it has already visited all living figures on the board at which time its program will reset itself and it will begin the process of visiting and offering all over again.
For combat purposes the Dispenser Bot has a Dodge score of 3 and may only be damaged by following the procedures outlined under the “Destroying Property” section of the Firefight rule book. There is no restriction on attacking a rogue Bot or using one for cover. In fact a figure adjacent to the Bot may declare that it is moving with the Bot. Move the Bot as normal and allow any figure’s moving with the Bot to position themselves adjacent to the Bot in any square the moving figure would have been able to enter using a Move option. Mark any figure that moved with the Bot “Turn Done” and return to the regular sequence of play.
King of Clubs: Citizen Frenzy
Not all residents of Bosworth are content to have their neighborhoods ravaged while retinues battle it out on the streets. Some “Citizen’s Militia” organizations strike back at all comers within their grasp. Granted their “strike” is usually quite feeble and doomed to failure but as the saying goes, “a citizen has to do what a citizen has to do”.
A mob of 1d6 citizens appear on a random battle ground edge. Citizens are Move 4, Ranged 0, Melee 2, Armour 0, have no skills and are armed with bits of furniture/crow bars, plumbing, etc.
Citizen’s take their move after the Initiative phase but before any other model moves. Each citizen will move towards the nearest living figure of either side and attempt to engage in melee, effectively becoming a third side in the battle. Each citizen will fight until incapacitated.
Queen of Clubs: Homemade Fire Bomb
Not fancying their chances in open combat with Barons’ Men, some disgruntled citizens are content to throw the odd synth-spirit bomb from on high at the soldiers desperately fighting in their neighborhood.
Randomly select one combatant figure to be the target of the attack. This may be a figure from either the player or NPC side. Treat the fire bomb as a heavy weapon attack originating from the nearest pavement edge of the play area launched by a figure with Ranged 2, targeting the unfortunate figure’s square. The usual rules for targeting and scatter apply and the impacted square is treated as if an AOE 1, STR 2, weapon detonated there.
Jack of Clubs: Dead Fall
The problem with synth-spirit bombs is that they can go badly wrong, setting both citizen and his hab alight. For the discerning disgruntled citizen, the age old Dead Fall is the weapon of choice. One of the buildings on this block has been rigged with a pile of debris ready to rain down on the unsuspecting.
Randomly select one figure from among the living combatants. The lucky winner is subject to attack by dead fall. The figure must Run for Cover, looking for a Dodge. If no Dodge is forthcoming the figure is buried under a pile of rubble. On a successful Dodge, move the figure in accordance with the Run For Cover option and mark it “Turn Done”. In either event place a Dodge Score 3 rubble pile in the square in which the figure started its turn.
King of Diamonds: Enemy Reinforcement
Another enemy soldier joins the battle. The new arrival will appear in a square randomly selected from amongst those used for the enemy’s initial deployment. The new arrival will be either a Muster Infantry Private or Retained Household Varlet depending on which troop type made up the majority of the enemy’s initial force.
Queen of Diamonds: Rogue Air Mine
An active air mine enters the battlefield from parts unknown. The mine will appear on a randomly selected road edge. Each turn the mine will follow the procedure for Air Mines in the Firefight rule book.
Jack of Diamonds: Road Rupture
Quite naturally the cities of New Bosworth are served by a network of sewers channeling the effluvia of millions to the recycle posts for treatment. Also quite naturally the road surfaces are thinnest above these vast channels of filth. Unnaturally the road surfaces have been stressed by the combats raging throughout the cities.
A combatant chosen at random is standing on a weak spot as it gives way. The weak spot rolls one dice looking for a hit. If it succeeds and the target figure is unable to counter with a Dodge, the unfortunate figure falls and is swept away by the undercurrent of effluvia never to be seen again. If the figure successfully Dodges, it may carry on with its Run for Cover action after which it is marked “Turn Done”.
In either event the weak spot square is now a gaping hole, impassible for the remainder of the game.
This article was originally published on Barking Irons Online on Friday the 27 May 2011 and is reproduced here with permission.