I’ve written before about firefights in TTRPGs – and I’ve been haunted, HAUNTED I say, by this amorphous concept, lingering at the edge of my perception. No more. I think I’ve finally managed to drag this vague word cloud of ideas into the light – and I’m molding it into a full system.

Image: Firefight by Munchingbiceps

Presenting: DANGER CLOSE.

DANGER CLOSE is a tactical military skirmish TTRPG where you command a squad of five Troopers advancing through hostile sectors toward an objective. The game abstracts positioning, cover, and momentum into a streamlined system focused on battlefield decisions: when to push forward, when to fall back, and how to manage injuries, ammo, and pressure under fire. Designed for solo or group play, it emphasizes tactical problem-solving over granular simulation, with a focus on emergent action grounded in clear mechanical stakes.

Making the First Draft

It turned out, what really helped me, was to list my core thematic inspirations, and then list the core principles; what I’d want the final, as-of-then nonexistent system to *do*, and work my way back.

Thematic Inspiration

  • The Imperial Guard in Warhammer 40k
  • Halo: 3/ODST – Battle of Mombasa
  • X-COM 2
  • Helldivers 2
  • Clone Troopers in Star Wars

Core Principles (Excerpt)

The most important principles I gravitated to, were:

  • Setting-agnostic: I want to make a system that allows me to smash imaginary action figures together.
  • Designed for both solo- and grouped play.
  • Ebb-and-flow, pressure-and-pushback, tug-of-war. Build and maintain momentum.
  • A nested structure: firefights can sway missions, missions can sway campaigns.
  • Natural language, logical combination of fiction and rules; a log of player actions should almost read like an actual report of a battle.
  • Squad-based; the squad is the smallest ‘unit’ in the game, and often acts as one, but still has space for individual characterization.

Having my principles set, I started looking at other TTRPGs for inspiration, such as…

  • Starvation Cheap
  • Only War
  • Five Parsecs from Home
  • The Regiment
  • Band of Blades

Where I’m At Now

The core rules are essentially done; I’m playtesting and fine-tuning. However, I’m splitting DANGER CLOSE into 2 parts: The Basics, which contains the basic ‘engine’ on which all of this works, and The Toolkit, which is where I take the core scaffolding and run WILD with it, adding numerous tools, generators and tables.

My current ambition is to release this as a full ‘thing’, a full publication; with layout, illustrations andsoforth.

Which reminds me: I’m tentatively exploring what kind of illustrations would work best for this, so if you know or are an illustrator that would fit this vibe, get in touch!

Example of Play

What follows is an actual round of play of DANGER CLOSE. Consider it an appetizer of how the game flows and plays! We’re taking a look at an Exchange, which is a single round of combat within an Engagement, which is a battle taking place within a Mission.

Status

GM: Okay, Apex Squad. That brings us to the next Exchange. To refresh: You encountered a significant hostile force when moving your way down the ruined promenade – and are now embroiled in quite the firefight. In the previous Exchange, you pushed your luck: you gained 1 Momentum, and now sit at +1. Just 2 more and you’ve won.

Sarge, you’re doing okay – in cover, and engaged with the enemy, good line of sight. You have your Commander’s Loadout with you, and otherwise just your trusty rifle and sidearm.

Specs, you moved back last Exchange – and you’re now in the back ranks, nice and fortified, but with a limited line of sight to the enemy. You got the standard loadout, plus your trusty Sniper Rifle.

Brick, you’re somewhere near Sarge, spraying at the enemy with your Light Machine Gun. In cover and engaged, ready to roll.

Oddball, you’re not doing great – you moved up to flank, but this left you flanked, as well. This stunt gained the squad +1 Momentum last round – but at a cost. Being the most at-risk, you’re now wounded – risky business.

Tango, you’re somewhere near Brick and Sarge – laying down fire, engaged and in cover.

So, what do y’all want to do?

I’ve whipped up a Squad Tracker to help me with playtesting. The full release will contain an extended version, to greatly help with solo- and group play.

Declaring Intent

Specs: So, my cover is Fortified, that’s good – but I’m Limited in terms of Offensive Position. That would basically mean I’d have to spend Ammo with my normal rifle to target the enemy effectively. BUT: I have a Sniper Rifle, which adds +1d6 when Fortified. A normal attack adds +1d6, negated by Limited – but Sniper Rifle adds +1d6 again, so I decide to Fire with my Sniper Rifle, contributing +1d6 to the Offense Roll.

Sarge: Oddball, you need to get out of there; I’ll provide Covering Fire, so you can Fall Back, deal?

Oddball: I was planning to go down in flames, but sure. I will Fall Back. That means my Defensive Position shifts from Flanked to In Cover, guaranteed – I’ll roll 1d6 to see what kind of Offensive Positions are available to me… a 5, lucky! That means I’ll end up Engaged.

Brick: Actually, it makes more sense for me to provide Covering Fire; my LMG adds +1d6 on top of the regular +1d6 from covering fire for Oddball’s Defense Roll.

Sarge: Good, yes. I’ll just Fire then – and I’ll use 1 Ammo to add an extra die, so that’s +2d6 to the Offense Roll.

Tango: I’ll risk Moving Up – I think having someone flanking them is going to be very handy, and since Oddball is moving back, I’ll do it. I’ll roll 1d6 to see what’s available cover-wise: 3, shit. That means that while I’ll be flanking, I’ll also be flanked. Well, who dares wins… I’ll commit to it.

GM: Good – So I have Specs and Sarge firing, adding… 3d6 to the Offense Roll in total. Oddball moves back, Tango sprints up the other flank – and Brick is covering Oddball. Cool!

Offense Roll

GM: So, 3d6, but you also gained Momentum last round – meaning you get an extra 1d6. That’s 4d6, and we take the highest value! Go ahead and roll…

Brick: That’s a 2, 1, 3 and… 5. Not a 6, which would’ve gained a flat +1 Momentum. This means… Hold Position, or Success at a Cost.

Sarge: Extra Exchanges means more trouble. I think we need to risk it. Success at a Cost it is.

GM: Good! You gain +1 Momentum – we’ll resolve that later – and the Trooper most at risk takes -1d6 on their Defense Roll. I’m going to have to say… Sorry, Oddball. You’re flanked and wounded. You’re the one.

Defense Roll

GM: Ok, let’s see. Sarge, Tango, Specs, Brick: You all roll 1d6 for your Defense Roll, as you’re not receiving Covering Fire, nor part of Success at a Cost. Oddball: You roll 1d6 by default, and receive +2d6 from Brick – nice! – and lose -1d6 from Success at a Cost. That’s still 2d6, taking the highest value. Not bad! Let’s resolve in the order Sarge, Tango, Specs, Brick, Oddball.

Sarge: I’m in cover – so I get an Injury at a 1 or 2. I roll… fuck, a 2. BUT – this is my first injury this fight, and I’m wearing medium armor. My armor takes the worst of it.

Tango: I’m moving up – so Injury on a 1 to 3. Ahhh shit: a 2. And I did get hit already – so that’s an Injury. I’m Grazed – that’s not too bad!

GM: True – but this is unlikely to be the last Engagement of this Mission… Specs, Brick, you’re up.

Specs: I’m fortified in the back – Injury on a 1: 3. Hah, nice. I’m good.

Brick: In cover, so that’s a 1 or a 2… 4! Not bad, not bad.

GM: Okay, Oddball, now your… dramatic display.

Oddball: I’m envisioning it as, “while I retreat, dripping blood, I keep stopping to return fire.”

Brick: That fits. I’m covering you, trying to keep those that would shoot at you pinned down – while slinging vulgarities at your stubborn ass.

Oddball: I roll 2d6: a 5 and a 3. Taking the best, that’s a 5, waayyy higher than the 1-2 of Falling Back.

Resolving Momentum

GM: Very slick, very slick! So, you gained Momentum this round. That means +1d6 on the next Offense Roll. But, as you know, this also means you’re pushing the enemy back – and that means that those that are currently Flanking, risk losing their edge. Unless you move with them to keep up – but that’s a risky move, meaning you risk gaining +1 Injury if you get injured in the next Defense Roll… Tango, this only applies to you, as you’re currently flanking. What will it be?

Tango: Double or nothing. I chase the enemy, wildly firing.

Enemy Tactics

GM: Alright! End of this Exchange… you know what that means. Threat Level is currently 2. I’ll roll a d6 – if I roll under or equal to… oh wow, that’s a 2. The enemy adapts to your approach and… let me roll again… performs a Quick Flank! Enemies slip past, and threaten a Fortified Trooper, and they’re now Flanked!

Sarge: Wait wait wait, not so fast. I have my trusty Commander’s Kit – which means I get to roll 1d6, and on a 1-3, I negate this effe- Shit. Sorry, Specs, a 5.

GM: Specs spots troops approaching from the corner of his eye – and is now indeed Flanked. Okay – time for the next Exchange!

The status of Apex Squad after this Exchange.

An Engine That Sings

So, that’s how it runs! I’m really happy with how it’s turning out. I feel like it has a real solid core to it – leveraging offensive and defensive position to inflict damage, while constantly managing the risks involved.

Another important element is that I feel like, when we look at the above Example of Play and what actually happens *in-universe*, it reads like genre-appropriate fiction. Trying to capture that vibe.

The enemy surged like a tide through the shattered promenade, and Apex Squad was in it up to their necks.

“Specs. Ridge. Now,” snapped Sarge.

From a fortified position behind a shattered shopfront, Specs adjusted his scope. Through the fractured glass, a hostile silhouette flickered. He exhaled, then squeezed the trigger. A crack echoed down the promenade.

Oddball clutched his side, blood seeping between plates. “Still in the fight, Sarge. Holding the angle.”

“Negative. Fall back. Brick, cover him.”

“Copy,” rumbled Brick. He slammed his LMG onto a steel barricade and lit up the enemy line, rounds punching through plaster and stone. Oddball broke into a stumbling sprint, ducking fire, and crashed behind a tram wreck—alive, barely.

Tango surged forward on the opposite flank. “Moving!”

“Watch that cover!” Sarge called. But Tango was already there, exposed but flanking.

Sarge lined up a clean shot and fired. “Shift their line. Make ’em feel it.” The squad pressed the attack. The tide turned.

“Momentum’s ours,” said Sarge. “Push advantage.”

But the Triumvirate adapted fast. Specs’ breath caught. Movement in his periphery—close. Too close.

“Contact right! I’m flanked!”

Sarge keyed his headset. “Specs, reposition! Pull back and relocate!”. Too late.

Enemy boots hit rubble behind the sniper. Apex’s position was compromised.

Specs adjusted. No panic. Just angles, range, breath. They weren’t out yet. They were Apex. And they held the line.

What’s Next

I’m still hard at work, and will share my progress when I have things to report!

This has really been the definition of a passion project, and thus really fun to work on. The flip side is that I have no idea if this all resonates with anyone else. I really want to highlight that it’s *not* a tabletop-skirmish-wargame; it’s explicitly still a TTRPG. I think.

Anyway, I would love to hear your thoughts, and if this sounds like something you’d love to play!

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