Skirmish Rules : Core mechanics

The Basics

One roll-off, either opposed or unopposed. Most rolls will be opposed. No mechanic for multiple rolls (like to-hit, to-wound, save).

A success is 5+. The active or attacking player must score more successes than the defending player.

Dice range from d6 to d12.

An advantage -- such as higher skill, more effective equipment, cover -- will raise the die (d6 to d8) or add more dice. A disadvantage will lower dice.

Maximum: a single model will roll no more than five dice in any test. An active player must have at least one die available to make an action. A defending roll will be a single d6 at a minimum.

We have:

Advantages
(↑) : shift all dice up one size, to a maximum of d12.
(+1): add a single die that matches the lowest size in the pool.

Disadvantages:
(↓): shift all dice down one size, to a minimum of d6.
(-1) : remove the smallest die in the pool.

If defending, add a single d6 if your pool is empty. This represents fortune and dumb luck.

Some Examples

Basic human skill: d6
Weapon damage for a pistol : 1
Unarmored: 0
Light armor: d6
Heavy armor: d8
In cover: ↑
Exposed: ↓

A Trooper fires a SMG at a member of a boarding party. The trooper's ranged skill is trained (d8). The damage of an SMG is 2, so this would normally be a 2d8 roll. However, they are also within the close range of an SMG (+1) so make that 3d8. The boarder is in light armor (d6) and in cover (↑) ... so the roll is 3d8 vs d8. The Trooper rolls 2, 8, 4 and the boarder rolls a 6. That's one success vs. one success, so the attack does no damage.