Additional Rules: Razor In Other Games

Spectre have released their Razor model and alongside it brought out some rather cool rules to include it in their Spectre Operations game.

The Razor has a few key characteristics that separate it from other vehicles. These are

  1. High speed even over rough terrain
  2. Small size, light weight and lacking in armour
  3. Carrying capacity
  4. Weapon carrying

Using this set of ideas as a starting point, I donned the writing helmet and delved into my pile of rules (covered in great detail here). The first issue that came up was OSC and Danger Close. Both these rule sets currently lack rules for vehicles (although OSC is getting its rules in the next update). In those games, a Razor would be sited just off the board to act as a resupply or MG position and provide support. This left three rulesets to take a look at. Spectre’s rules does include the Razor 4 variant, different to the model that is released, but for now we will focus on the smaller Razor 2.

These rules are in their very early stages and so may be slightly unbalanced. If in doubt, talk them through with your opponents and tweak if needed. Think of these as guidelines.

Black Ops

Black Ops is a cool system that is super easy to get into and great fun to play. It’s rare that you will bring your own vehicles to the party (relying on stealth and all that) but for the Razor we can make an exception.

Razor 2 Stats

NameFrontSideRearCardEquipmentCrew (Passengers)Points
Razor 2000KingLMG (commander's)Driver, Commander (2)6

Rules

  • Razors count as man-sized targets when shooting at them (like bikes). When hit, they use the car row in the hit location table.
  • The Razor, as you can see in the stats, has no armour. You’ll want to drive very quickly.
  • Razors are fast: Cautious Move is 7″, Advance is 14″ and Run is 22″
  • The front machine gun always counts as stationary (so you always gain the additional shot)
  • The Razor has a quiet engine. It does not immediately raise the alarm, instead it generates a noise counter every turn it moves. This is increased to two noise counters if it Advances or three if it Runs

Options

  • The commander LMG can be upgraded to a GPMG for 1pt or a minigun for 4pts
  • The roof slot can be fitted with a heavy weapon. This turns one of the passengers into a gunner. The weapons available are: LMG 2pts, GPMG 3pts, HMG 4pts, AGL 5pts
  • The vehicle can carry two additional weapons (bought from those available to its faction) that can be used by character. Additionally, including a Razor allows the squad to take an additional squad upgrade for the usual points cost.

 

Force on Force

So Force on Force isn’t my favourite game and I haven’t used a ton of vehicles in it. However, looking around, it seems like many of the stat lines are standardised and anything on the small side will look pretty similar. I’m basing this off the Chenworth DPV with a few small tweaks. I was tempted by Deathtrap as an attribute but I think it would be a negative too far. Instead Technical makes it a less effective gun platform.

For weapon stats, check the rulebook.

NameClassTypeFirepowerGun RatingMGsFrontSideRearDeckCrewAttributes
Razor 2SW (Optional)
M2HB
or
Mk19
or
M240
(optional)M240 (3D)1d61d61d61d62+2Technical

Skirmish Sangin

Skirmish Sangin provides me with a problem as there are two ways to implement the Razor – treat it as a vehicle or use something similar to the motorcycle rules covered in Dispatches 2. I prefer the second option due to its increased detail but in case you don’t have a copy of Dispatches 2 I’ll present both options.

The Vehicle Option

The Razor 2 in Skirmish Sangin is generated the standard way depending on the crew experience level. The important information is the following:

VehicleArmourIED ProtectionPrimary WeaponSecondary WeaponCrewCost Morale ModCapacity
Razor 200None (Can be replaced with MMG, HMG, GMG)MMG (can be replaced with LMG)2 + 2
(3+1 if primary weapon is bought)
100 (not including weapons)04

The Razor can be used to carry additional gear. Players before the game can pay points values to store weapons and hand grenades in the vehicle. It takes 2AP to collect an item from the vehicle. I recommend limiting it to a small number of grenades and between 2 and 4 long arms. Mention your loadout to your opponent before the game starts and keep track of which character has which weapon by using a token. 

 

THE BIKE-ISH OPTION

The other way of showing off the Razor is to treat it like the motorbikes in Dispatches 2 (page 61) but with some minor tweaks due to it being a slightly larger and more stable platform. I’d use the following changes:

  • A Razor is bought as a vehicle using the profile above but without crew. It is instead crewed by four other figures bought as normal. These use their Drive skill. As ISAF troops would be more used to driving motorised vehicles, they get the skill for free. It is generated the same way – BODY x experience level.
  • A Razor has 4 crew positions – Driver, Commander and two rear passengers.
    • The Driver’s Drive skill is used for all tests involving the vehicle moving.
    • The Commander uses the commander seat’s weapon (their own weapon has been stashed away) and using their heavy weapon skill. The firing arc is from the forward position to the 4 o’clock position
    • The rear passengers can only shoot backwards and use their own weapons. They can only fire pistols, SMGs, Assault Rifles, Shotguns, grenade launchers, LMGs or MMGs while in that seat and only in the rear arc.
    • If a heavy weapon has been purchased it is mounted on the roll bars. One of the rear passengers is now the gunner. They can only fire in a forward arc, must use their heavy weapon skill and only shoot when the vehicle is stationary.
  • If a Razor collides with a character, it does not inflict damage on the crew. However, it does force a morale test.
  • If the Razor crashes, the crew take 1D10 damage. However, the vehicle can then move on after the crew members take a morale test.
  • If you attempt to ram a vehicle with the Razor, the other vehicle takes 1D10 damage. The crew of the Razor take 2D10 and must then take a morale test.
  • The team on board operates as a fireteam, with all crew members using the driver’s activation phases. They each get 3AP to use on the table on page 61 of Dispatches 2 but act in a random order.
  • When shooting, the crew take the modifier for shooting on the move. The driver does not shoot – his hands are on the wheel.
  • The Razor moves the full distance of 40 metres no matter how many crew it is carrying.
  • If a crewman is hit, they do not need to take a drive test to remain in the vehicle. However if the driver is hit while moving, the vehicle will move forward half its move distance in the next turn. If it impacts difficult terrain, it crashes.
  • The Razor provides light cover to anyone on foot behind it.
  • When disembarked, the Razor’s commander weapon can be used by a model standing close to it. It takes 1AP to begin using the weapon and 1AP to disengage from it. The firing arc is from the front of the vehicle to the rear of the vehicle as long as it does not clip through the Razor’s body.
  • The Razor can still carry gear using the rule mentioned above in the vehicle section.

That’s it for now. I hope more people will take a look at these cool vehicles and see that can be used everywhere, providing a new set of capabilities in any fire fight. Try out the rules, see what works and I look forward to your feedback!

Modern Scenario Starting Points

A downloadable version of this article is available here

With most of the modern games I play (such as Skirmish Sangin or Spectre), a good scenario is key to your enjoyment. It can paper over any cracks with the dreaded points system and make for something that feels less like a game and more like a story or a recreation of a real life event. That said, sometimes you just want to get some figures on the board and play. Games Workshop does a pretty good job of this with their scenario selection but they also rely heavily on carefully matched points and knowing the local meta.

The idea is that these templates are game agnostic and should be considered guidelines or inspirations as a jumping off point. For this reason, many of the rules are generic. They are primarily designed for squad level games but some of the themes could easily be scaled up. The details may seem familiar if you’ve played other wargames or spent some time in online FPS games over the years – why not work from what you’ve got! In addition, I’ve included some variations and modifiers to tweak up how you play. You need to pick a variation but can run multiple modifiers. You can pick your scenario and tweaks or use the tables at the bottom. After that, tweak it to hearts content, select your forces and then play!

This article is super WIP and will be updated as I go along. Feel free to use this for your own games and I look forward to what people end up playing because of it.


FireFight

A meeting engagement, a brawl in the street. Two teams enter, one team leaves.

Teams: Nothing Special
Map: Standard layout – no special scenery required
Deployment: Split the board into quarters, teams deploy in opposite corners (we recommend in cover).
Time: Play until one team is annihilated or you run out of time
Victory Conditions: Last standing team wins! Otherwise, work out the points. The team that claimed the most points from kills wins

Variant – Kill Confirmed
Either HQ wants the body count or you want gear off the dead, you need to confirm casualties.
After a model is killed, leave it in place. If a model on the same team as it reaches it, the enemy haven’t been able to confirm and gain no points from that kill. If an enemy model reaches it, the victory points are added to the running total.

Modifier- Scattered Deployment
Maybe it was the storm, maybe it was poor planning, maybe it was the layout of this place. Somehow, we’ve been split up and the enemy is close at hand.
Instead of splitting the board into quarters, split it into 8ths and number each from 2 to 9. Separate your force into four groups and roll a D10 for each group. On a 1, your opponent picks that groups starting section. On 10, you pick your starting section. Otherwise, that group starts in the section specified by the dice roll. Multiple groups can spawn in the same section. If a group from each side is in the same section, they must start with plenty of cover between them (no first turn reenactments of the Valentine’s Day Massacre)


VIP Escort

A captured prisoner, an injured friendly agent, the criminal snitch on the way to the courthouse. One team needs to get a VIP from A to B and the other team wants to stop that happening.

Teams: The Attacker gains a VIP character (feel free to add gear and weapons)
Map: Standard layout – no special scenery required
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board
Time: Play until one team is annihilated, the VIP leaves the board via the opposite edge or time runs out
Victory Conditions: Attackers win if the VIP escapes, Defenders win if the VIP is killed or does not leave the board.

Variant – All Capture, No Kill
Turns out we’re not the only one who wants this guy. OPFOR want’s him alive
The VIP must now be captured alive. Both teams lose if the VIP is killed. It’s up to you to work out how the VIP can be captured.

Modifier- Unwilling VIP
The Doctor stopped complaining after two hours. By the fourth hour we could see him waiting to escape. At the fifth hour Davis sat on him to prevent any attempts.
The VIP will only move when accompanied by another attacker. In the event of them becoming separated, the VIP falls under the defender’s control. An Unwilling VIP can be targeted.

Modifier- Squad VIP
O’Malley should have known better than insulting the Sheikh. Now we had gunmen chasing after us – after all, honour demanded it.
No VIP character is added to the attacking team. Instead one of the attacking is considered the VIP. The squad VIP can either be:
– Known to both players
– Known to only the attacking player
– Known to only the defending player
– Known only to the GM

Modifier- Multiple VIP
It was ’89 and we were rushing four scientists to the border…
There are now multiple VIPs that must be extracted. For ultimate hard mode, all of them must be extracted. The exact number should be decided by the players or by rolling a dice (D3 or D6 recommend)

Modifier- Vehicle VIP
Boar Fighter was their target but it had to get through no matter what.
The VIP is a vehicle. This may require some terrain and force tweaks.

Modifier- We’re all VIPs now
The heist had failed and now we were rushing through the streets to get to the van…
No VIP character is added to the Attackers. Instead, the Attackers gain points for figures moved off the board while defenders gain points for attackers killed or still on the board at the end of the game.

 


Search and Destroy

A series of arms caches, remnants of a downed cargo plane or an enemy leader. One team needs to find and destroy objectives while the other defends.

Teams: No special additions
Map: D6 objectives are placed on the map. Players can take turns or place them and then scatter.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all objectives are interacted with, one team is annihilated or you run out of time
Victory Conditions: Gain points for each objective interacted with.

Variant – Race to the Prize
We’re not the only ones after that gold…
Both teams are out for the prizes. Deployment is changed so both start at the board edge and must move on the targets. The winner is the one with the most objectives destroyed/captured

Modifier – Find and Recover
Rather than letting us just blow the cargo up, HQ wants us to recover it.
Objectives can now be moved by a character (it’s up to you and your rules for how objectives should be handled). Objectives only count if still held by the attackers at the end of the game or if they were taken off the attackers side of the map.

Modifier- Spoof Objectives
Got a lot of pings on the scanner. Wish the tech heads would make this thing a bit more accurate.
Replace the objectives with numbered markers. Ask another player to put the markers  down, noting which markers are actual objectives and which are spoofs. When the marker is interacted with, reveal what kind it is.


King of the Hill

An extraction site, a downed satellite, a meth lab out in the sticks. One team needs to hold an area while the enemy team tries to clear them out.

Teams: No special additions
Map: Central zone should be clearly marked to all players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until one team is annihilated or you run out of time
Victory Conditions: If  the attackers still hold the zone (enemies outnumbered in the area) at the end of the game they win!

Variant – Defend
It’s alright lads, we just need to hold out until help arrives
Deployment changes: Attackers begin in the Zone while the defenders can enter from any board edge

Variant – Take the Hill
The compound in the middle of the village was vital for both forces.
Deployment changes: Both Attackers and Defenders start on opposite board edges and must advance on the central zone.

Modifier- Multiple Locations
Keep hold of these locations is like spinning plates
There are multiple zones to keep track of and keep clean.

Modifier – Gradual Points Increase
We had to set up our tools at the target location – we couldn’t just stroll in at the last-minute
Every turn a zone is held gives the holding it points.

Modifier – Clear Zone
Apparently the fly birds won’t land until the area is completely clean of bad dudes
The zone only counts as being held if it is entirely clear of enemies.

 


Delivery

A bomb site, a pile of money, a scientist to defuse the chemical weapons. One team needs to carry equipment to a zone on the map while the other team tries to stop them.

Teams: Attackers have one model or squad carrying The Object.
Map: D6 Target Zones should be visible on the board and clearly marked for all players. Placement location and method are up to the players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all zones have been visited by an object, one team is annihilated or you run out of time
Victory Conditions: Attackers need to visit all the required zones with a character carrying the object.

Variant – Only One Zone is Needed
If in doubt, Rush B
There may be multiple zones but only one is needed. Randomly determine it either by a dice or using another player. The defender should not know which zone is required

Modifier- Limited Info
Intel was a big vague where exactly they wanted us to place the giant bomb
There may be multiple zones but some don’t actually need your attention. Randomly select which zones are not needed once they have been placed. Do not tell the attacker.

Modifier- Object is a VIP
The Agent was adamant she was coming with us – she wanted to check the sites herself.
There are multiple zones to keep track of and keep clean.

Modifier- One Use Items
You’ve all been given demo charges. We have a lot of ground to cover and we need every hand we can get.
Everyone in the team has an object they can use in the zone. However, each object can only be used once.

 


More scenarios coming soon but for now, here is the generation table. I recommend a D10 when generating.

Core Type

RollType
1-2Firefight
3-4VIP Escort
5-6Search and Destroy
7-8King of the Hill
9-10Delivery