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Firefight Mechanics in TTRPGs: Blindfire, Breaching & Clearing

I like to, when working on TTRPGs, think of particular scenes, feelings, moments, setpieces I want to emulate. If a system I thought of works well, these moments will occur naturally, putting players in moments that feel familiar in a way.

Image: Door Breaching by KoBOng

I’ve been thinking of firefights in action movies and video games (so not actual military simulation, but capturing the tropes). As usual, I’m working off of the base provided by Into The Odd, Cairn and the like. Since these are very rules-light systems, I’d consider this to be basically system-agnostic.

Some things that spring to mind:

This already covers firefights that start at equal footing. Traditional dungeon crawling focuses on entering rooms filled with unknown and dangerous possibilities. If we add modern weaponry, we get interesting new options, in the form of breaching and clearing.

Breaching & Clearing

I’ve tinkered around with a few different approaches to this idea. I like the fact that the breachers tend to not know what is in the room, and having to commit to an approach which then plays out.

I was considering a thing with ‘angles’; each breacher choosing whether they’d focus on forward, left or right when going through the door. If there’s no enemies in your quadrant, you’re basically leaving yourself open to attack before you can respond.

I think what I settled on is a bit “rock, paper, scissor”-ish. Following this approach, I figured there’s a few additional variables we can play with:

So, I kept tinkering, and came up with 3 main approaches (our rock, paper and scissors):

Putting it together, I think we can make a matrix of sorts:

SituationGuns BlazingEnter & AssessTactical Entry
Unaware EnemiesHighly effective; neutralizes enemies upon entry. Loud.Grants favorable positions (cover e.d.) inside the room but firefight breaks out after.Overwhelms enemies, neutralizing them upon entry, wastes resources, loud. Damage to room.
Aware EnemiesFirefight. First through the door exchanges damages and falls back. Breachers are outside the room.Firefight. Team is outside the room – first through the door does not exchange damage.Highly effective, decisively wins the encounter.
CiviliansEach civilian has a 3-in-6 chance of getting injured or killed upon breach. Loud.Civilians spared.Each civilian has a 5-in-6 chance of getting injured or killed upon breach. Loud.
Empty RoomLoud.Enter and secure without incident.Loud, wastes resources.
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