# Danger Close
tags: #game/rpg/danger-close
![[Danger Close (cover).jpg]]
*Danger Close* is a tactical military skirmish TTRPG by Lars Huijbregts of Dice Goblin Games. It remains deeply amusing that people willingly play games simulating the very meat-grinders that turn eager recruits into rotting casualties. Heavily inspired by franchises like *Warhammer 40k*, *Halo: ODST*, and *Helldivers 2*, the game forces you to command a squad of expendable troopers through hostile territory. Huijbregts notes it is "a war game built on war stories, not on war itself," which essentially translates to watching a favorite grunt die a dramatically satisfying, entirely preventable death. You manage positioning, squad attrition, and momentum while desperately trying to complete an objective before the enemy overwhelms your fragile human assets.
The core die resolution mechanics rely entirely on pushing your luck and praying to whatever gods listen to infantrymen. When a squad pushes into a new Sector, you make an Advance Roll using 2d6, modifying the result with weather, fatigue, and the local threat level. This roll dictates whether the squad catches the enemy by surprise or walks straight into a devastating ambush.
Once the firefight starts, combat breaks down into Exchanges. You track the battle's overall "Momentum" on a track from Defeat to Victory.
- **Offense Roll:** You pool all your squad's Attack (ATK) dice (standard d6s) based on their gear and positioning. You roll the entire pool and keep the single highest die. Roll a 6, and you seize Momentum. Roll a 3 or lower, and the enemy violently pushes your squad back.
- **Defense Roll:** The universe hates infantrymen individually, so they each roll to survive incoming fire. You calculate their Defense (DEF) rating based on cover and covering fire. If DEF is 1 or higher, you roll that many d6s and keep the highest. If DEF drops to 0 or a negative number, you roll 1 plus the negative value in d6s and keep the *lowest* die. Armor modifies the final result. You then cross-reference this final number against the trooper's position (Flanked, In Cover, Fortified) to determine if they take shrapnel to the face or emerge safe.
The game remains in active development, currently sitting at version 0.96.6. The recent v0.95 update introduced several major changes that shifted the combat math. The creator changed the Advance Roll from a clunky 2d3 to a universal 2d6 table to accommodate more modifiers. The update also introduced "Suppression" as a tactical choice: when a trooper fails a Defense Roll, you can now choose to have them become Suppressed rather than taking an injury. They survive the shot, but you forfeit their ability to fire in the next Exchange. Finally, v0.95 overhauled the perk system into three distinct tiers (Regimental, Individual, and Prestige) and integrated original black line-work illustrations by HodagRPG, funded directly by early sales.
## References
- [Buy the Game - Itch.io](https://dicegoblingames.itch.io/danger-close-tactical-skirmish-ttrpg "null")
- [Developer's Blog - Dice Goblin](https://dicegoblin.blog/ "null")
- [Solo RPG List Entry - Solo RPG List](https://solorpglist.com/item.php?id=1078 "null")