1522 lines
72 KiB
Plaintext
1522 lines
72 KiB
Plaintext
STRIKER II INTRODUCTORY INFANTRY RULES
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Introduction
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Task Based Action Resolution
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Rule 1:Basics
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Game Scale
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Die Rolling Conventions
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Scenario Set Up
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Rule 2:BATTLEFIELD
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Terrain
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Rule 3:GAME MANAGEMENT
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No Referee
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Sequence of Play
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Rule 4:FORCES
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Composition
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Unit Cards
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Rule 5:COMMAND CONTROL & COMMUNICATION
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Command & Control
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Communication
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Rule 6:MOVEMENT
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Allowances
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Terrain Effects
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Movement Effects on Fire
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Other Movement Actions
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Movement Markers
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Rule 7:DETECTION
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Visual
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Rule 8:COMBAT
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To Hit
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Damage Effects
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Morale
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List of Counters Required
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CREDITS
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Design Stephen Madjanovich
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Playtesting Ron Belanger, Steve McKenzie, Julian Nicholson, Chris Renaud,
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Robert Ross
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Copyright 1991 Stephen Madjanovich
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Portions of this work are taken from Traveller, Megatraveller, and Striker
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materials and are copyright 1981, 1987 by GDW, Inc.
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Introduction
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Striker is a set of rules for science fiction ground combat using
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miniature figures. The rules are presented here in a form which can be used
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with only a map, some paper, and pencils. This allows players to use these
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rules with Megatraveller adventures, or as a stand alone combat system. If
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you are interested in miniatures see the section at the end of the rules
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titled 'An Introduction to Miniature Gaming'.
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The science fiction background of Striker is drawn from the universe of
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Traveller. All weapons and military technology described in Traveller and
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Megatraveller are included in Striker. These rules may be used in
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conjunction with Traveller or by themselves; no familiarity with Traveller
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is required.
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In Striker, as in Traveller, technology is rated by tech levels; these
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rules cover weapons and equipment ranging from tech level 5 (about World
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War I) to tech level 16 (the level of Traveller's Imperium). Present-day
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Earth is about tech level 7 or 8.
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The rules of Striker are divided into introductory and standard sets. The
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introductory rules, presented here, are intended to introduce players to
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the concepts, and procedures used throughout the game. The standard rules
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will expand upon these to detail all areas of conflict resolution. Ground,
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air, naval, space, and small scale skirmish actions will be covered in
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lavish detail. Campaign rules to allow players to integrate Striker into a
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Megatraveller campaign or to fight an extended miniatures campaign, and
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rules for designing vehicles and heavy weapons will round out the standard
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rules.
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Task Based Action Resolution
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In the introductory game there are only two actions that require a dice
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roll to resolve success. These are hitting a target with direct fire, and
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checking a unit's morale. Both of these use a simplified version of
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Megatraveller's task based action resolution. Briefly the procedure is as
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follows:
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Tasks are shown thus;
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Difficulty, offensive modifiers, defensive modifiers
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Difficulty: This gives the modified dice roll (two six sided, or 2D6)
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required to achieve the desired results. The possible difficulties are;
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simple: 3+, routine: 7+, difficult: 11+, formidable: 15+, and impossible:
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19+.
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Sometimes this value is variable, such as with the to-hit roll. Here the
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value varies with the range to the target, movement of the firing unit, and
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the number of troops firing. At other times there is a modifier to the
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difficulty base. With morale a DM of +1 is applied to the dice roll before
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any other modifiers apply.
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In all cases a table of modified dice rolls and the results obtained from
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the rolls will be given. Where there is a modifier such as in the case of
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morale this is not added to the roll before consulting the table. The table
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has the modifier built into the results already.
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Offensive Modifiers: These are modifiers based on conditions occurring at
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the time of the roll. They are added to the dice roll resulting in an
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increased chance of success.
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Defensive Modifiers: These are similar to offensive modifiers but are
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subtracted from the dice roll, thereby decreasing the chance of success.
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Rule 1:Basics
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The introductory Striker rules assume an Earth like environment, a
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breathable atmosphere with the same pressure, temperature range, surface
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gravity, and approximate planetary size. Advanced rules will deal with the
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effects of different planetary characteristics on the game.
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A: Game Scale: Striker uses the following scales.
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1. Soldiers: Each soldier is considered as a separate entity. Where
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miniatures are used each miniature represents one soldier, or weapon.
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2. Distance: All distances are given in meters. Work to the scale of the
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map if one is being used. A superimposed grid on the map or game surface
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of 50 m, (square or hex) can be used to help aid movement and distance
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calculations. If English measurements are more convenient to use,
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multiplying distances given in meters by 0.04 will give the value in inches
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at a scale of 1:1000.
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3. Time: One turn equals 30 seconds of real time.
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B: Die Rolling Conventions
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1. Required Throw: If only a number is stated, it must be rolled exactly. A
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number followed by a plus (such as 8+) indicates that that number or
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greater must be rolled. A number preceded by a minus (-6) indicates that
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that roll or less results in that effect. Two numbers separated by a dash
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(#-#) or stated as # to # indicate rolls in that range give the result.
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2. Number of Dice: A dice throw uses two six sided dice.
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3. Dice Roll Modifier: (abbreviated DM) are always preceded by either a
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plus or minus. Thus the notation DM+3 indicates that three is added to the
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die roll before it is compared to the required throw. When a die roll
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modifier is called for, the dice are rolled and the modification made to
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the die roll before consulting the appropriate table.
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C: Scenario Set Up: The scenarios provide you with a map of the
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battlefield, forces involved, and playing time. The grids on the maps
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represent 50 m intervals.
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Rule 2:Battlefield
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A: Terrain
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1. Clear is open ground presenting no blocks to line of sight.
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2. Hill contour lines represent 3 m elevation changes.
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3. Forests are areas of undergrowth with trees up to 12m high.
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4. Buildings Each floor is 3 m high, sloped roofs add one floor high for
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line of sight purposes. When using miniatures buildings represent built up
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areas.
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5. Water obstacles, such as rivers or lakes, are blocks to movement for
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foot troops unless stated in the scenario. However,they are treated as
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clear for line of sight and movement of Grav equipped units.
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6. Roads: Roads are improved paths through other terrain types.
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Rule 3:Game Management
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A: No Referee: The introductory game assumes no referee.
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1. Limited intelligence: Troops that have not yet been spotted are held
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off the map/table (see hidden & concealed, rule 7A2,3). Their positions are
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indicated by using counters to represent each fire team. The counters are
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1/2" square, and marked (on the back) with the unit ID. Dummy counters
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equal in number to real units are also given to each player. When the unit
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is revealed by detection remove the counter. If it represented an actual
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unit, that unit is placed on the map/table. At times, it may be useful to
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roll dice to determine if an unrevealed unit has been hit by fire, in order
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to avoid giving the firing player any information about the enemy unit.
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B. Sequence of Play: Each turn is divided into five phases. At the
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beginning of the game, one player (or group of players) is designated the
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first player, the other is the second player. Throughout the rules, the
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terms friendly and enemy phase (movement phase or fire phase) are used. For
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the first player, the friendly phases are the first player movement and
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fire phases (phases 2 and 3), and the enemy phases are the second player
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movement and fire phases (phases 4 and 5). For the second player the
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opposite is true.
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Each turn consists of the following phases:
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1. Command Phase: In the introductory game the only activities in this
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phase are rally checks (rule 8C5)
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2. First Player Movement Phase: The first player moves his teams. (rule 6)
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3. First Player Fire Phase (rule 8)
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a. The first player's troops which did not move may fire.
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b. The second player's morale checks.
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c. The second player's teams fire *
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d. First player's morale checks.
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e. The first player's teams fire **
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f. Second player's morale checks
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* Increase the difficulty profile if the team moved last turn. No fire is
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allowed if it moved and is using heavy recoil weapons or if it failed
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morale in step b..
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** No fire if the team failed morale in step d. Increase the difficulty
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profile if the team moved in phase 2. No fire is allowed if it moved and is
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using heavy recoil weapons.
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4. Second Player Movement Phase: The second player moves his teams. (rule
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6)
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5. Second Player Fire Phase (rule 8)
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a. The second player's troops which did not move may fire.
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b. The first players teams check morale.
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c. The first player's teams fire *
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d. Second player's morale checks.
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e. The second player's teams fire **
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f. Second player's morale checks
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* Increase the difficulty profile if the team moved in phase 2. No fire is
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allowed if it moved and is using heavy recoil weapons, or it failed morale
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in step b..
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** No fire if the team failed morale in step d. Increase the difficulty
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profile if the team moved in phase 4. No fire is allowed if it moved and is
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using heavy recoil weapons.
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Note: The fire steps in a fire phase are not simultaneous, if a team is
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affected by the results of the previous fire, or morale check step, the
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results are applied at the end of that step.
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Rule 4: Forces
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A. Composition: The basic building block is the infantry fire team. It is
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composed of four soldiers, any number of which may be members of a weapon's
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crew. Teams are organized into higher level units, as outlined below. Where
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a team contains an officer or NCO, that trooper is considered to be the
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first member of the team, and the team is called a 'leader team'. If the
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first trooper of a leader team becomes a casualty, that team is no longer
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considered a leader team for all purposes.
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A team's morale is its ability to stand up under fire. Poor quality troops
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average about 4, very high quality troops can go to 13. Its initiative is
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an indicator of degree of motivation of its troops. In the introductory
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game there is only one quality level of force (it corresponds roughly to
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conscript value in the standard game).
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1. Unit Organization:
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a. Squads: Three teams make up a squad. Two have morale values of 5 and low
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initiative. The third team has average initiative, a morale value of 7 and
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contains the squad NCO, making it a leader team. The two low initiative
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teams are under the command of the average initiative team.
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Types of teams may be mixed within a squad. For example; a squad might
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consist of two infantry teams, and a team with weapon crew of two and two
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infantry men.
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b. Section: Two squads combine to make a section. One of the two average
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initiative leader teams is considered to contain the section NCO. That team
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is in command of both squads.
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c. Platoons: For every two full sections you get an additional team, for a
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total of 13. This one has the platoon officer. It has high initiative, a
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morale value of 9, and commands the other twelve. One of the two section
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NCOs is considered the platoon senior NCO, and should be noted as such. If
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the platoon officer is lost the platoon senior NCO may command the platoon.
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d. Company: A company consists of from two to five platoons and has a
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command group of one team for two platoons, and an additional team if over
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two. The first of these has the company commander. It has high initiative
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and a morale of 11. It commands the entire company. The other contains the
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company senior NCO. That team has average initiative, a morale of 11 but
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only may command any single section (or platoon if that platoon's officer
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is lost). That section is still under the command of its' platoon officer.
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B: Unit Cards: After a player's force is organized, its characteristics
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should be recorded on cards for easy reference during the game. One card
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contains the information for a platoon. The card contains an entry for each
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trooper in the team, their position if a leader, weapons crewman, or radio
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operator, the weapon they are carrying (including ammunition type), and the
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armor they are wearing. In addition, the morale, initiative, and
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identification code of each team appear on the card. The information
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provided for weapons, and armor is copied in the section at the bottom for
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ready reference. If a trooper becomes a casualty the easiest method is to
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draw a line through their entry. A master card is provided in the pullout
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section. It may be copied as needed. Each scenario provides information on
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the forces involved. The information provided should be copied onto the
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cards.
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Rule 5: Command Control & Communication
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A. Command & Control: In the introductory game low, and average initiative
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troops must be led by teams designated as their leader (see rule 4A1) in
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order to perform as the player wishes.
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1. Requirements: In order to lead, a leader team must
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a/ be in communication with the soldiers being led (see 5B).
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and
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b/ have a line of sight (see rule 7A1), or be within the command range to
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the soldiers being led (see below).
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2. Command Ranges:
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a. NCOs
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Squad: Teams within a squad must be less than 100 meters from their leader
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team. This applies even if the leader is also a section or platoon NCO.
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Section: Section NCOs have a command range of 200 meters to the other NCO
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in the section. The same applies for platoon NCOs when they are considered
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as section NCOs. Section NCOs may still lead all teams in their section if
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those teams are within 100 meters.
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Platoon: Platoon NCOs have a command range of 400 meters to the other
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section NCO. They may lead all squads in the platoon if the squad NCOs are
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within 200 meters. Individual teams may be led directly if within 100
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meters of the platoon NCO.
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The intent of this rule is to allow senior NCOs to take command of troops
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whose normal leaders have become casualties or gone out of sight or range
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of their superiors. To lead troops they must normally be under the NCO's
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command. Section NCOs command all troops in their section, platoon NCOs can
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lead any teams in the platoon.
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For example; If the squad NCO is lost, any leader wishing to take command
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of the squad must be within 100 meters of the remaining stands. If the
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section NCO is lost, the new leader must be within 200 meters of the
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remaining squad NCO, and 100 meters from the teams the section NCO had in
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their squad.
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b. Officers: Officers have a command range of 400 meters. This applies to
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subordinate officer and NCO teams (platoon and/or section). Officer teams
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may lead any team but an officer senior to them.
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c. Effect: If low initiative troops are not being led, the only actions
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they will perform (and must perform) is i/ fire at any enemy troops in LOS
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and within 100 m, and ii/ perform actions mandated by adverse morale check
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results. Average initiative troops, and low initiative troops within 100 m
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of them, are treated the same but may fire upon the enemy at any range, or
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not, as they desire. High initiative troops may move and fire without
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restriction. Because of these restrictions each side in a game must have at
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least one high initiative (officer) team, even if they don't comprise a
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full platoon.
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B. Communication: In order to control their forces, officers and NCO teams
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must be in communication. Teams can signal the presence of the enemy,
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allowing other teams to react, if they are in communication. There are
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several means possible.
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Teams cannot react to events they can't see unless they are in
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communication with ones who can. For example, if a team does not have LOS
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to an enemy unit moving along a gorge it cannot move to a position where it
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would unless it is in communication with both a) a team which can see the
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enemy and b) its own leader. Even if the team wishing to move was a leader
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team it would still have to be in communication with the spotting team as
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it cannot 'read minds'. Note if the team sighting fires non-laser or gauss
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weapons (since these are silent), other teams (friendly or enemy) can react
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to that, and move to investigate, etc.
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1. Direct Verbal Communication: This includes hand signals and verbal
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commands. Any two teams which are touching are always in communications;
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any two teams connected by a chain of touching teams, up to 250 m long, are
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in communication. Finally, any two teams which can see each other and are
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within long range (250 m) of each other are in communication.
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2. Radio: teams equipped with radios are in communication with each other
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as long as both are within the stated range of each other's radios.At tech
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level 5 each company has one radio , usually with the company commander. At
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tech level 6 each platoon officer also has a radio. Between tech levels 7
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and 8 section NCOs also have a radio, and above tech 8 each soldier has
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their own radio.
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Rule 6: Movement
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Teams move and conduct various movement-related operations during their own
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movement phase. All teams have an allowance expressed in meters which may
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be used for movement or related operations. Movement operations are;
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movement, setting up heavy weapons, changing concealed/ hidden status.
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A. Movement Allowances
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1. Personnel: Infantry has a movement rate of 50 m per turn if walking, and
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100 m per turn if running. In the introductory game only troops in battle
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dress (powered armor) may run, and may do so every turn.
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2. Grav: Infantry wearing grav belts move like grav vehicles. They have
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three listed speeds: maximum, cruise, and NOE (nap of the earth), and three
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flight modes: high, terrain following, and NOE. Maximum speed is 300 kph or
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2500 m per turn. Cruise speed is 225 kph or 1875 m (round to 2000 m) per
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turn. NOE speed is 40 kph or 333 m (round to 350 m) per turn.
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a. Maximum Speed: This is the fastest speed a team may travel. It may use
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this speed only in high mode. A team traveling at maximum speed may not
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make any changes of direction.
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b. Cruise Speed: This is the fastest the team may travel in terrain
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following mode. While traveling at cruise speed the team may turn as much
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as it desires. However each turn regardless of the size of the turn
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consumes 10% of the team's movement allowance.
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c. NOE Speed: This is the fastest the team may travel in NOE mode. When
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traveling at NOE speed teams may turn without limit.
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d. High Mode: A team in high mode is at least 10 meters above the highest
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terrain feature on the battlefield.
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e. Terrain Following Mode: A team in terrain following mode is following
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the contour of the land, and is always 10 meters above the terrain feature
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(ground, trees, building, etc.) which is directly beneath it.
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f. NOE Mode: A team in NOE mode is flying close to the ground, dodging
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around terrain obstacles rather than flying over them. It is considered to
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be 4 meters above the ground.
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g. Popup: A grav team which is stationary in it's movement phase may
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execute a popup. It rises straight up to whatever altitude it wants and
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drops back down in the same turn.
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B. Terrain Effects on Movement: Terrain affects the movement ability of
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teams differently depending on the terrain type and mobility type of the
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team, as noted below.
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1. Clear flat terrain has no effect on movement.
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2. Hill Contours: For every three contour lines infantry crosses in a
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movement phase subtract 10 meters of movement. Grav equipped troops in high
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mode are unaffected. Movement is deducted after the third contour line is
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crossed. This allows some teams to just cross a contour line. Movement is
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lost going up-hill only. Slopes where the contour lines are less than 3m
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apart are considered prohibited to foot infantry movement, either going up
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or down.
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3. Forest: Personnel, whether on foot or wearing grav belts move through
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forest at double cost. Grav teams are unaffected when flying over forest in
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terrain following or high mode.
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3. Water Barriers: Streams, rivers, lakes, and pools of water constitute
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water barriers. Personnel on foot may cross water barrier only at bridges
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and fords. Movement at fords is 10 meters per turn. Personnel with grav
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belts are unaffected when flying over water barriers.
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4. Buildings: Units adjacent to buildings may enter in their next movement
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phase. Units may ascend or descend one level (floor) in each of their
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movement phases. Teams exiting buildings may move up to their full movement
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allowance that phase. Only grav equipped units may exit a building at
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levels other than ground level.
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5. Roads: Roads are treated as clear terrain for movement purposes. Hill
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contours still affect movement, however.
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C. Movement Effects on Fire: Whether a team moves may have an effect on its
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ability to fire in subsequent fire phases (see rule 8).
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D. Other Movement Actions: These include setting up weapons (see 8A1ii),
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and changing status (7A3).
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1. Crew Served Weapons: Some crew served carried weapons require time to
|
|
ready them for firing. This is the SET UP value listed for the weapon, and
|
|
is the number of friendly movement phases required. No movement or fire is
|
|
allowed while a weapon is setting up. The same amount of time is required
|
|
after a weapon has set up to ready it for movement again. If a weapon has a
|
|
set up value of three, it is ready after having spent three friendly
|
|
movement phases in the same position. It is treated as moving for combat
|
|
and spotting during those phases.
|
|
|
|
2. Personnel and light weapons in concealment may choose whether they are
|
|
hiding or concealed. The decision is made in a team's movement phase and
|
|
applies until its next movement phase. Teams which are hiding may not be
|
|
spotted. If already spotted before becoming hidden, their position remains
|
|
known as long as they do not move; use a 'live' counter. Hiding teams may
|
|
not spot, fire, or perform any other activities requiring observation of
|
|
the area; they are keeping their heads down. If a team is concealed and
|
|
becomes suppressed, it immediately hides.
|
|
|
|
|
|
E. Movement Markers: It is often necessary to remember whether a team moved
|
|
in order to determine movement effects on firing and spotting; the easiest
|
|
way to maintain a record is by using a small marker placed on or beside the
|
|
team. The marker is placed at the end of the phase the team moved in and
|
|
remains until the beginning of the next friendly movement phase. Markers
|
|
may be made from half-inch cardboard squares (boardgame counters are useful
|
|
for this). Markers indicate a team's movement status, and flight mode; NOE,
|
|
terrain following, high flight, popup if grav equipped. The simplest course
|
|
is to make a marker only when it is needed.
|
|
|
|
Rule 7: Detection
|
|
|
|
A. Visual: Due to constraints imposed by weapon ranges and time, the
|
|
primary limitations on visibility will be blocks to the line of sight, and
|
|
target concealment. With miniatures a ground scale of 1:1000 does not allow
|
|
many gaming tables to cover an area more than 3000 meters long, well within
|
|
normal visibility ranges. Visual sighting is also called spotting.
|
|
1. Line of Sight: A team, in order to be able to see another team, must
|
|
trace an unblocked line of sight. The line of sight is a straight line from
|
|
one team to the other. It is interrupted by any terrain feature directly
|
|
between and of a greater height than both teams. If the teams are at
|
|
different heights a terrain feature higher than the lower team will not
|
|
block line of sight if; the feature is closer to the higher team than one
|
|
quarter the distance between the teams.
|
|
|
|
Example: the distance between the two teams is 400 meters, one team is on a
|
|
hill 15 meters high, the other in the second story of a building and is
|
|
therefore 6 meters high. Any terrain feature greater than 16 meters high
|
|
will block the line of sight. Any terrain feature whose height is equal or
|
|
less than 15 meters will not block the line of sight if it is within 100
|
|
meters of the team on the hill. Finally, any terrain feature less than 6
|
|
meters high will not block LOS.
|
|
|
|
The actual game heights of teams and obstacles are listed in rules 2 and 8.
|
|
Most of the time, whether the line of sight is blocked can be determined by
|
|
examining the teams on the battlefield.
|
|
|
|
The following features may affect the line of sight, either by blocking it
|
|
or by determining the altitude of a team.
|
|
|
|
a. Teams: Teams do not block line of sight.
|
|
|
|
b. Hills: Hills block the line of sight as above.
|
|
|
|
c. Forests: Forests block the line of sight, with certain modifications.
|
|
Targets in the outer 30 m of forest or within 30 m of other teams in
|
|
forests are in concealment terrain. Targets further in are hidden. Teams in
|
|
forests are protected from observation from above.
|
|
|
|
d. Buildings: Buildings block the line of sight. Troops in buildings may be
|
|
able to see over obstacles because of their higher positions. Buildings
|
|
are 3 meters tall per story; a soldier on the third floor of a building
|
|
would therefore be 6 meters above the ground.
|
|
|
|
2. Concealment: Personnel and light weapons are concealed if they are in a
|
|
forest, or building. Concealment reduces the ranges at which targets may be
|
|
seen. Teams in concealment may still spot.
|
|
|
|
3. Hidden Teams: Personnel and light weapons in concealment may choose
|
|
whether they are hiding or concealed. The decision is made in a team's
|
|
movement phase and applies until the next movement phase. Teams which are
|
|
hiding may not be spotted. If already spotted before becoming hidden, their
|
|
position remains known as long as they do not move; use a 'live' counter.
|
|
Hiding teams may not spot, fire, or perform any other activities requiring
|
|
observation of the area; they are keeping their heads down. If a team is
|
|
concealed and becomes suppressed, it immediately hides.
|
|
|
|
4. Spotting Procedure: Targets are seen automatically at certain distances.
|
|
These are based upon the status of the target, and whether the sighting
|
|
unit moved or not. No team may be spotted beyond the maximum range for
|
|
targets of its size. For infantry and light crew served weapons this range
|
|
is 5 km (plus appropriate signature modifiers). Teams which have not been
|
|
spotted by the enemy may be kept off the board; their possible positions
|
|
(and movements) should be indicated by using markers on the battlefield in
|
|
place of the team. The players should also have a number of dummy markers
|
|
at least equal to the number of 'live' ones to confuse the enemy. If an
|
|
unspotted team wants to spot it cannot be a dummy, and is identified as
|
|
real. Unless it is spotted it does not have to reveal itself.
|
|
|
|
Visibility Ranges
|
|
|
|
Target Status Visibility Range (meters)
|
|
(infantry) Sighting Unit Status
|
|
: Stationary moving
|
|
|
|
Moving in (NOE or Foot):
|
|
open 3000 2000
|
|
concealment 1000 500
|
|
performing a pop-up* 500 500
|
|
* from a hidden/stationary position in concealment
|
|
|
|
Target in woods (below canopy or during winter/spring)
|
|
|
|
Moving in
|
|
Dense woods 100 100
|
|
Light woods 250 200
|
|
|
|
Stationary in
|
|
Dense woods 50 50
|
|
Light woods 100 100
|
|
|
|
|
|
Stationary in:
|
|
open 1500 1000
|
|
concealment 100 100
|
|
|
|
Airborne:
|
|
high 5000 3000
|
|
|
|
terrain following (based upon terrain below)
|
|
forest 3000 2000
|
|
open/river 4000 2000
|
|
building;
|
|
1 story 2000 2000
|
|
2-3 stories 3000 2000
|
|
4+ stories 5000 3000
|
|
|
|
If the target fired last fire phase add;
|
|
signature:
|
|
low 0 0
|
|
medium 1000 500
|
|
high 2000 1000
|
|
|
|
Rule 8: Combat
|
|
|
|
All combat is divided into three steps. First, determine if the target is
|
|
hit. If a team was hit what was the effect. Finally if casualties were
|
|
suffered check the morale of troops affected by them.
|
|
|
|
A:To Hit
|
|
|
|
1. Direct Fire: Direct fire is aimed at targets the firing team can see.
|
|
|
|
a. General: Check to see if the following apply to the attack.
|
|
|
|
1. Who may be attacked: In order to be attacked, a target must be in the
|
|
line of sight of the firing team(s). It must also be spotted before the
|
|
current fire phase although it may presently be hidden or concealed. In a
|
|
team's friendly fire phase, it may fire and be fired upon at any position
|
|
(or positions) it occupied during its movement. In the enemy fire phase, it
|
|
fires and is fired upon at its current position. Teams that don't move but
|
|
elect to change status from concealed to hidden are considered hidden for
|
|
all fire. For example a team executing a popup fires and is fired upon from
|
|
its highest position in the friendly fire phase and from its NOE position
|
|
in the enemy fire phase.
|
|
|
|
2. Allowed number of attacks: During the course of a single fire phase,
|
|
most weapons are capable of engaging only one target. One target is a
|
|
single fire team of troops. Each member of a team must fire at the same
|
|
target(s). Multiple teams may and should fire at a single target. The range
|
|
is from the farthest firing team to the target.
|
|
|
|
Some weapons with high rates of fire are capable of engaging more than one
|
|
target in a phase. The number of targets each weapon can fire at in a
|
|
phase, if greater than one, is listed in the weapon data section. All
|
|
targets must be within an area referred to as the danger space. One dice
|
|
roll is made for each target. The distance for all fire is that from the
|
|
most distant firer to the farthest target.
|
|
|
|
The procedure is as follows. Choose one team as the prime target. The
|
|
danger space is an area 20 m wide between the target and the firer. Attack
|
|
all teams, up to the weapon's 'targets' characteristic. Start with the team
|
|
nearest the prime target, then the next closest and so on. Friendly teams
|
|
are treated the same as enemy. Teams which passed through the danger space
|
|
in the previous movement are also attacked. Unspotted, hidden and concealed
|
|
teams are also attacked.
|
|
|
|
Some weapons have two rate of fire settings, single shot and automatic. For
|
|
the introductory game use the greater number of targets and the automatic
|
|
fire bonus.
|
|
3. Movement Effects: The effects of the attacking troops' movement.
|
|
|
|
a. Infantry: If troops moved at all in their previous movement phase, they
|
|
fire in the next two fire phases with a reduced chance of hitting. Some
|
|
infantry weapons are designated heavy recoil weapons; troops armed with
|
|
these, if they move may not fire until after spending the next friendly
|
|
movement phase stationary.
|
|
|
|
b. Crew Served Weapons: Some crew served carried weapons require time to
|
|
ready them for firing. This is the SET UP value listed for the weapon, and
|
|
is the number of friendly movement phases required. No movement or fire is
|
|
allowed while a weapon is setting up. The same amount of time is required
|
|
after a weapon has set up to ready it for movement again. If a weapon has a
|
|
set up value of three, it is ready after having spent three friendly
|
|
movement phases in the same position. It is treated as moving for combat
|
|
and spotting during those phases.
|
|
|
|
4. Grenades: Grenades may be thrown, or fired from a grenade launcher or
|
|
rifle. Hand grenades have an effective range of 20 m, and a long range of
|
|
50 m. They may engage one target.
|
|
|
|
5. Recon by fire: Generally, teams may not fire at enemy teams that have
|
|
not been spotted. However, players may direct fire at an unspotted marker
|
|
or hidden team. Fire is resolved as recon-by-fire against an unspotted
|
|
target and with a defensive target DM against a hidden one that was
|
|
previously spotted. If the result is a hit and there are troops present,
|
|
the hit is resolved and the troops are spotted. If there are no troops
|
|
present, and the shot would have hit; the marker is removed. If the shot
|
|
misses the target is not revealed.
|
|
|
|
6. Ammunition: In the introductory game, for the sake of simplicity, all
|
|
weapons are assumed to have an unlimited supply of ammunition available.
|
|
Small arms which are capable of firing more than one type of ammunition
|
|
must have the single type that they will use written down before the game
|
|
begins.
|
|
|
|
b. Procedure: First all attacks for the step are announced, the troops
|
|
firing and their targets are identified. Then one roll is made for each
|
|
attack using the Hit Table. Each trooper in an attack must have the same
|
|
type of weapon. If the teams firing have more than one type of weapon, then
|
|
one attack is made for each weapon type. If troops are participating in an
|
|
attack, others from the same team may only attack the same target, or not
|
|
make any attack at all.
|
|
Up to one section (6 teams) may attack a single target. If more than one
|
|
team from a section is attacking the same target, they must combine in a
|
|
single attack for each weapon type. Section A1a must apply to each team
|
|
firing.
|
|
|
|
The general procedure is to first determine the difficulty profile. Then
|
|
roll two dice. Modify this roll for offensive and defensive conditions.
|
|
Compare the modified roll with the difficulty profile on the to hit table.
|
|
The number where the two values cross is the number of hits the target team
|
|
sustains. If the target takes a hit or there is a 'M' in that position the
|
|
target team also takes a morale check.
|
|
|
|
1/ Determine the difficulty profile: The difficulty profile is based upon
|
|
the range, and modified for firer movement, and number of teams firing.
|
|
|
|
a. Range: The range is considered to be the range from the team firing
|
|
farthest away from the target to the target. Measure from the center of
|
|
both firing and target teams. This is then compared to the weapon's listed
|
|
ranges to determine the range used to resolve the fire. The ranges are
|
|
divided by the difficulty of the shot. For example; at 250 meters the range
|
|
for a 7mm ACR using DS rounds is 'routine'.
|
|
|
|
b. Movement: If the firing team moved in its previous movement phase the
|
|
difficulty profile is increased by one level (one column to the right,
|
|
difficult would become formidable). If the weapon being used is
|
|
gyrostabalized and the firer moved, the dice roll is subject to a +2 dice
|
|
roll modifier after the difficulty profile is increased (only once not
|
|
twice).
|
|
|
|
If the weapon being used has a high recoil no fire is allowed until the
|
|
unit spends one enemy movement phase stationary.
|
|
|
|
c. Number of Firers: Total the number of troops firing in the attack and
|
|
divide by four (the number of troops per stand), round down. Decrease the
|
|
difficulty by one if more than two stands (8 troops) are firing. Decrease
|
|
the difficulty profile by an additional one if more than four stands (16
|
|
troops) are attacking.
|
|
|
|
2. Roll two dice and add the modifiers listed below.
|
|
|
|
a. Offensive Modifiers: The following are offensive modifiers and are
|
|
positive DMs (are added) to the dice roll
|
|
|
|
i. Trooper Skill: Use the highest initiative level of all the teams firing
|
|
at the same target. If that team is high initiative add two to the dice
|
|
roll. If it is average initiative, add one to the dice roll. If it is low
|
|
initiative no DM is applied to the dice roll.
|
|
|
|
ii. Automatic fire: Certain weapons receive an automatic fire bonus, as
|
|
indicated by a plus sign and a number following the penetration number on
|
|
the data table. Add this number to the dice roll. If the weapon also has an
|
|
asterisk after the autofire bonus number double the autofire bonus.
|
|
|
|
b. Defensive Modifiers: The following modifiers are subtracted from the
|
|
dice roll.
|
|
|
|
i. Target Status: If the target is concealed (see rule 7A2) subtract 1 from
|
|
the roll. If the team is hidden subtract 2 from the roll. If executing
|
|
recon by fire the dice roll is reduced by 4.
|
|
|
|
ii. Target Movement: If the target moved at speeds up to and including NOE
|
|
speed (350 m) subtract 1 from the roll. If it moved faster reduce the roll
|
|
by 2.
|
|
|
|
3. Compare the modified dice roll to that listed under the column headed
|
|
"2D6 roll". The number to the right under the column corresponding to the
|
|
difficulty profile arrived at above is the number of hits the target team
|
|
receives.
|
|
|
|
4. Hit Assignment: The hits on a team are distributed evenly, with uneven
|
|
numbers of hits distributed randomly by die roll. For example, if five hits
|
|
were received by a team, each soldier would be hit once and a die roll
|
|
would determine which received the fifth hit.
|
|
|
|
5. Explosive Rounds: With explosive rounds, the to hit roll made is for a
|
|
contact hit. It is directed against the intended target team. If it hits,
|
|
one soldier randomly chosen, is attacked using the contact penetration.
|
|
That soldier will not be subject to a fragmentation attack. Explosive
|
|
rounds, and non personnel high energy weapons, have a burst size listed. If
|
|
it is 0 m ignore the following. If the burst size is 1 m only the target
|
|
team is affected. All teams (including the target team) whose distance from
|
|
the target is less than or equal to the burst size (regardless of whether
|
|
it was hit) are subject to a fragmentation attack. The distance is measured
|
|
from the center of the team. Make one roll with a difficulty profile of
|
|
difficult for each target team and apply a offensive DM of +1 for each
|
|
soldier remaining on the stand.
|
|
|
|
HIT TABLE
|
|
to hit a target with direct fire
|
|
Difficulty; (varies),
|
|
Offensive; troop quality, autofire bonus,
|
|
Defensive; target status, target movement
|
|
|
|
Difficulty Profile
|
|
Use difficulty profile for the weapon at the range
|
|
If firer moved; increase difficulty profile by one level
|
|
If firer moved with gyrostabalized sight; as above, +2 to dice roll
|
|
Decrease difficulty profile by the following;
|
|
|
|
up to two teams (8 troops) firing 0
|
|
more than two teams firing 1
|
|
more than four teams (16 troops) firing 2
|
|
|
|
Offensive DMs
|
|
troop quality: average +1, high +2
|
|
autofire bonus: as weapon chart
|
|
|
|
Defensive DMs
|
|
target status; concealed -1, hidden -2, recon-by-fire -4
|
|
target movement; up to NOE speed (350m) -1, above NOE speed -2
|
|
|
|
2D6 Difficulty Profile
|
|
roll simple routine difficult formidable impossible +1 +2
|
|
3+ 1 M - - - - -
|
|
7+ 2 1 M - - - -
|
|
11+ 3 2 1 M - - -
|
|
15+ 4 3 2 1 M - -
|
|
19+ 5 4 3 2 1 M -
|
|
23+ 6 5 4 3 2 1 M
|
|
|
|
Example; Three teams (12 troops) firing at formidable range, moved last
|
|
phase with gyrostabalized weapons. One team has high initiative and their
|
|
weapons have an autofire bonus of +2. The target is concealed and
|
|
stationary.
|
|
|
|
The difficulty profile is formidable. Since there are more than two teams
|
|
firing the profile is reduced by one to difficult. The firing teams moved
|
|
so the profile is increased to formidable, but as the weapons are
|
|
stabilized there is an additional +2 added to the hit roll.
|
|
|
|
The player rolls a 10. Add 2 for stabilized weapon equals 12.
|
|
Offensive modifiers add 2 for a high initiative team in fire, and add 2 for
|
|
the autofire bonus for a total of 16.
|
|
Defensive modifiers subtract 1 for a concealed target. Final roll is 15.
|
|
|
|
A modified dice roll of 15 with a difficulty profile of formidable gives a
|
|
result of 1 hit on the target team.
|
|
|
|
B. Damage Effects: Once targets have been hit, it is necessary to
|
|
determine what, if any, damage was done.
|
|
|
|
1. Procedure: Compare the weapons' penetration at the range firing with the
|
|
armor value of the target. If the penetration is greater than or equal to
|
|
twice the armor value of the target, the target trooper is a casualty. If
|
|
the penetration is at least equal to the target's armor halve the weapon
|
|
damage (round down). If the damage value is greater than 0 the trooper is a
|
|
casualty. If the penetration is less than the armor the shot has no effect.
|
|
|
|
2. Cover: If the target is hidden, it may not fire, nor attempt to spot,
|
|
but all hits against it strike the cover. If the team is concealed, it may
|
|
fire and observe normally. Calculate the armor level of the target using
|
|
its hidden or concealed value and the effects of multiple armor below.
|
|
|
|
COVER TABLE
|
|
|
|
Cover Armor Value
|
|
: hidden concealed
|
|
building 8 4
|
|
forest 7 3
|
|
|
|
3. Multiple Armor:
|
|
|
|
Multiple Armor: If a shot hits a hidden or concealed team it receives the
|
|
benefit of the cover's armor value as well as its own armor (for example, a
|
|
hidden soldier who is also wearing battle dress). Since armor value is
|
|
determined on a logarithmic scale, the two armour values are not simply
|
|
added together. Consult the armour thickness table; convert the armour
|
|
values to their equivalent thicknesses in cm of hard steel. Add these two
|
|
numbers together then convert the sum back to an armour value not exceeding
|
|
this sum.
|
|
|
|
Armor Rating Table
|
|
|
|
Value cm Value cm Value cm
|
|
1 0.25 8 2.00 16 4.20
|
|
2 0.50 9 2.25 17 4.59
|
|
3 0.75 10 2.50 18 5.00
|
|
4 1.00 11 2.75 19 5.45
|
|
5 1.25 12 3.00 20 5.95
|
|
6 1.50 13 3.25 21 6.48
|
|
7 1.75 14 3.54 22 7.07
|
|
_ 15 3.86
|
|
|
|
For example, suppose a concealed soldier is in a building (armor class 4)
|
|
wearing battle dress of armor class 10. Armor class 4 equals 1 cm, armor
|
|
class 10 equals 2.5 cm. The sum is 3.5 cm. Armor class 14 is 3.54, this is
|
|
too large so armor class 13 at 3.25 cm, is used.
|
|
|
|
4. Types of Wounds: In the introductory game the effect of any casualty is
|
|
the same for all; the soldier is removed from play.
|
|
|
|
5. Recording Casualties: Casualties should be marked on the player's team
|
|
card and shown on the figures as well. Casualty caps, washers, gummed
|
|
paper reinforcing rings, or any of a variety of means are available to
|
|
designate which soldiers on a team have been hit and removed from play.
|
|
6. Effects of Casualties: Each casualty suffered by a team reduces its
|
|
morale by 1. The team's initiative is not affected unless the casualty was
|
|
a leader (the first trooper in a leader team). If an leader is eliminated,
|
|
the team is no longer capable of the functions of a leader (leading and
|
|
rallying other teams), and the initiative is reduced by one level.
|
|
|
|
If a soldier or gunner is eliminated, another soldier may use his weapon.
|
|
This occurs during any movement phase. Fire in the following phase is
|
|
subject to a -2 DM. If a weapon crew member is eliminated other members of
|
|
the team must man the weapon or it can not be used, however, there is no DM
|
|
for movement. The weapon is available immediately after the next movement
|
|
phase (unless the gunner was also a casualty and not replaced).
|
|
|
|
If a team manning a weapon is reduced so there are insufficient soldiers to
|
|
meet crew requirements, another team may switch places (or combine if there
|
|
are a total of four or fewer troops), if within one move's distance. This
|
|
is done in a friendly movement phase. Treat as firer moved if the gunner
|
|
was involved. A combined team for this purpose uses the lower morale and
|
|
initiative values from the two teams.
|
|
|
|
C. Morale: Morale checks occur when dictated by combat results, whenever
|
|
casualties are suffered, or if a leader stand routs within 200 meters and
|
|
in LOS of a team. Each team has a morale value number. This represents its
|
|
general ability to stand up under the stress of battle. At various points
|
|
in the game teams will be required to take morale checks.
|
|
|
|
1. Conditions Under Which Morale Must Be Checked: Morale checks must made
|
|
if the team took casualties that fire phase, was within 50 m of a team (and
|
|
can see it) which suffered a casualty that phase, is required to by a
|
|
combat result, or was within 200 meters of a leader stand which routed.
|
|
|
|
Morale checks are made at the end of each fire phase. A team will never be
|
|
required to check morale more than once in a fire phase. Thus, if a team
|
|
took casualties, or is required to check morale, from several sources in a
|
|
single fire phase, it would check morale at most once after all fire is
|
|
resolved.
|
|
|
|
2. Procedure: The player rolls two dice, adds the teams current morale,
|
|
(after effects of casualties if they apply) and applies the appropriate
|
|
modifiers. Compare this roll to the table. The die roll must be greater
|
|
than or equal to fourteen for it to pass the check, and to perform as the
|
|
player desires. If the number rolled is less, it will suffer adverse
|
|
results. If the roll is between nine and thirteen the team is suppressed.
|
|
If the roll is less than nine the unit routs.
|
|
|
|
a. Roll 2D6
|
|
|
|
b. Add offensive modifiers: Add the team's current morale number and
|
|
modifiers for the presence of friendly commanders, and concealment status.
|
|
|
|
i. leaders: Whenever a leader team is required to check morale, that check
|
|
is conducted before the checks of any teams it may be influencing. If it
|
|
fails the check, its morale modifier becomes an unfavorable modifier for
|
|
all teams visible within 100 m (the number is subtracted from the
|
|
subsequent rolls).
|
|
|
|
Officer teams provide a modification to any troops, but an NCO team may
|
|
provide it only to teams normally under his leadership. An officer/NCO
|
|
team may influence the morale check of a subordinate leader team.
|
|
|
|
Visible leader teams within 100 m will cause a DM. Each NCO adds 1 to the
|
|
morale roll, and each officer 2. A company commander, if in the game, adds
|
|
3.
|
|
|
|
ii. cover and concealment: If the team is concealed add 2 to the roll. If
|
|
it is hidden add 3.
|
|
|
|
c. Subtract Defensive Modifiers: The only modifiers are for casualties.
|
|
|
|
i. Casualties this phase, not in the team, subtract one each from the dice
|
|
roll. Casualties suffered by the team affect the permanent morale (see rule
|
|
8B6).
|
|
|
|
d. Permanent Modifiers: These alter a team's morale number, and should be
|
|
recorded on the team card. A team has its morale reduced by one for each
|
|
casualty the team suffers, and each time it is routed.
|
|
|
|
Morale Tables
|
|
to pass a morale check
|
|
Formidable +1:
|
|
Offensive; current morale, leaders, concealment
|
|
Defensive; casualties
|
|
|
|
Procedure: roll 2D6
|
|
add the team's current morale
|
|
|
|
Offensive modifiers
|
|
i. leaders visible and within 100 m
|
|
NCO +1
|
|
officer +2
|
|
supreme commander +3
|
|
ii. team concealed +1
|
|
team hidden +3
|
|
|
|
Defensive modifiers
|
|
i. each friendly casualty -1
|
|
this turn within 50 m
|
|
|
|
2D6 result
|
|
roll
|
|
-8 routed
|
|
9-13 suppressed
|
|
14+ passed
|
|
|
|
|
|
|
|
4. Morale Results: Three results are possible from a morale check. If the
|
|
modified dice roll exceeds thirteen the team functions normally. If not
|
|
the following two results are possible depending upon how high the dice
|
|
roll was.
|
|
|
|
a. Suppressed: The team may not fire, move, nor attempt LOS checks. This
|
|
effect lasts for one complete turn (from the step it failed the check in to
|
|
the end of that same step in the next turn). Place a suppressed counter
|
|
on/near the team. Use a suppressed 3 counter if it was suppressed in the
|
|
first player's fire phase and a suppressed 5 counter if it was suppressed
|
|
in the second player's fire phase.
|
|
|
|
b. Routed: The team does not fire and will move away from the enemy each
|
|
movement phase until it leaves the game board or is rallied. Its first move
|
|
is as soon as it fails the morale check. It does not move in its next
|
|
movement phase, but is considered to have moved for fire purposes. If a
|
|
team routs off the battlefield it is removed from play.
|
|
|
|
5. Rallying: Teams which rout will continue to retreat until rallied.
|
|
|
|
Officer/NCO teams will check morale each turn in the command phase. If it
|
|
passes the check, it has rallied; it may not move or fire in the turn but
|
|
returns to its normal capabilities in the next turn. If it fails the check
|
|
it remains in its previous condition.
|
|
In order to rally troops, an officer/NCO team must be visible and within
|
|
100 m of them during the command phase. Neither the rallying team nor the
|
|
troops being rallied may move or fire during the turn. No die roll is
|
|
required, and the teams return to their normal capabilities in the next
|
|
turn.
|
|
|
|
An Introduction to Miniature Gaming
|
|
|
|
The original Striker was designed to use 15mm miniatures. There has not
|
|
been a large number of science fiction miniature vehicles and infantry made
|
|
available in this scale. That combined with the costs of this scale has
|
|
limited its appeal. Because of this I have designed this version of the
|
|
rules around the 'micro' scale (1:285, 1:300, 5mm or 6mm). A wide variety
|
|
of micro scale figures and vehicles are readily available from a number of
|
|
manufacturers in a range of periods. With careful selection and a little
|
|
conversion work these can be used to fight science fiction battles.
|
|
|
|
When using miniatures our suggestion for ground scale of one millimeter
|
|
equals one meter or 1:1000 gives a good feel for gaming purposes at 'micro'
|
|
scale. Four figures mounted on a common base 12.5 mm; 1/2 inch square is
|
|
used to represent a team.
|
|
|
|
List of Counters Required
|
|
|
|
During playtesting we have found a need to record some items of
|
|
information. It is required to be readily available during a game as it
|
|
affects the course of play. Since most of the information is basic we make
|
|
use of counters (1/2" cardboard board game style) to record and display it.
|
|
The following is a suggested list you will find handy to make before or
|
|
during a game.
|
|
live
|
|
firer moved
|
|
Altitude (NOE, terrain, high)
|
|
routed
|
|
|
|
The following are recommended as front/back of a single counter.
|
|
hidden/concealed
|
|
suppressed F/suppressed E
|
|
|
|
To indicate turns of Set Up we recommend a series of counters with numbers
|
|
on them. Generally lots of 1s and 2s are required decreasing in amount with
|
|
the largest numbers equal to the longest set up times listed for weapons in
|
|
use in your games.
|
|
|
|
|
|
Command Ranges
|
|
|
|
Unit Under Command Range to Superior
|
|
|
|
section NCOs & within 400 m of the platoon officer
|
|
platoon senior NCO
|
|
squad NCOs within 200 m of the section NCO
|
|
fire teams within 100 m of the squad NCO
|
|
|
|
Note: Units may alternately be within the range stated of a higher level of
|
|
superior. Example: Fire teams within 200 m of the section NCO, or 400 m
|
|
from the platoon officer, or senior NCO are considered under command and do
|
|
not have to be within 100 m of their squad NCO (if say that leader was
|
|
lost).
|
|
|
|
Visibility Ranges
|
|
|
|
Target Status Visibility Range (meters)
|
|
(infantry) Sighting Unit Status
|
|
: Stationary moving
|
|
|
|
Moving in (NOE or Foot):
|
|
open 3000 2000
|
|
concealment 1000 500
|
|
performing a pop-up* 500 500
|
|
* from a hidden/stationary position in concealment
|
|
|
|
Stationary in:
|
|
open 1500 1000
|
|
concealment 100 100
|
|
|
|
Airborne:
|
|
high 5000 3000
|
|
|
|
terrain following (based upon terrain below)
|
|
forest 3000 2000
|
|
open/river 4000 2000
|
|
building;
|
|
1 story 2000 2000
|
|
2-3 stories 3000 2000
|
|
4+ stories 5000 3000
|
|
|
|
If the target fired last fire phase add;
|
|
signature:
|
|
low 0 0
|
|
medium 1000 500
|
|
high 2000 1000
|
|
|
|
|
|
WEAPONS
|
|
|
|
Individual Weapons
|
|
|
|
SLUG THROWERS
|
|
|
|
TL Desc Magazine Difficult Formidable Impossible DMG SIG Trg Weight Price Notes
|
|
|
|
1 Sling 1 40(1) 80(0) 150(0) 1 L 1 0/.1 1/-
|
|
1 Short bow 1 25(1) 50(0) 300(0) 2 L 1 .5/.1 50/2
|
|
1 Long bow 1 50(1) 200(1) 400(0) 2 L 1 1/.1 75/2
|
|
1 Light crsbw 1 50(2) 100(1) 300(0) 2 L 1 3/.1 150/2
|
|
1 Heavy crsbw 1 50(3) 100(2) 400(0) 3 L 1 6/.1 250/2
|
|
1 Rep crsbw 10 50(2) 100(1) 300(0) 2 L 1 4/.1 200/8
|
|
|
|
2 Hand cannon 1 25(0) 80(0) 250(0) 3 H 1 5/.2 50/5
|
|
|
|
3 Flint musk 1 50(2) 150(2) 300(0) 3 H 1 4/.03 60/2
|
|
3 Flint pist 1 10(1) 20(1) 50(0) 3 H 1 1.5/.02 40/5
|
|
|
|
4 Percus rev 6 20(2) 30(1) 60(0) 3 M 1 1/.03 150/2
|
|
4 Percus rif 1 200(3) 400(1) 800(0) 3 M 1 4/.03 100/2
|
|
|
|
5 5mm Revlvr 6 C(0) 10(0) 50(0) 1 M 1 .3/.05 100/3
|
|
5 7mm Revlvr 6 10(1) 25(0) 80(0) 2 M 1 .6/.075 125/4
|
|
5 9mm Revlvr 6 10(2) 40(1) 100(0) 2 M 1 .9/.1 150/5
|
|
5 9mm Mag rev 6 10(3) 40(1) 100(0) 3 M 1 1.2/.12 300/8
|
|
5 Shotgun 10 (pellets) 50(1)+6 100(0)+3 2 H 1 3.75/.75 150/10
|
|
10 (bullets) 50(3)+4 100(1)+2 3 H 1 /.75 /10
|
|
5 7.62mm Blt 6 250(3) 500(2) 750(2) 3 M 1 4/.2 200/8
|
|
5 13mm rfle 2 350(5) 700(4) 1000(3) 5 H 1 15/.15 2000/60 5
|
|
|
|
6 7mm Autopis 15 10(1) 25(0) 60(0) 2 M 1 .55/.2 150/8
|
|
6 9mm Autopis 15 10(2) 40(1) 90(0) 2 M 1 .75/.25 200/10
|
|
6 7mm Carbine 10 100(2) 180(1) 300(0) 3 M 1 3/.125 200/10
|
|
6 7mm SA rfle 20 300(3) 600(2) 900(2) 3 M 1 4/.5 200/20
|
|
6 7mm Autorfl 20 300(3)+3 600(2)+2 900(2)+1 3 M 2 5/.5 1000/20
|
|
6 9mm (SMG) 30 25(3)+4 50(2)+3 100(1)+1 2 M 2 2.5/.5 150/20
|
|
|
|
7 Body pistol 6 C(0) 10(0) 25(0) 1 M 1 .25/.05 500/20
|
|
7 5.5mm Asalt 30 180(3)+2 350(2)+1 600(1) 2 M 1/2 3/.33 300/20
|
|
7 7mm Assault 30 180(3)+2 500(2)+1 750(2) 3 M 1/2 4/.6 400/30
|
|
7 Auto shtgn 20 (pellets) 50(1)+6 100(0)+3 2 H 1/2 4/1.5 500/20
|
|
20 (bullets) 50(3)+4 100(1)+2 4 H 1/2 /1.5 /20
|
|
7 9mm SA rfl 20 350(4) 700(3) 1000(2) 3 M 1 5/.8 1000/40
|
|
|
|
8 10mm Snub 6 HE C(1) 10(1) 25(1) 4 M 1 .25/.03 150/10 1,2
|
|
6 HEAP C(6) 10(6) 25(6) 3 M 1 /.03 /10 1,2
|
|
8 10mm AtoSnb 20 HE C(1) 10(1) 25(1) 4 M 1 .4/.1 200/30 1,2
|
|
20 HEAP C(6) 10(6) 25(6) 3 M 1 /.1 /30 1,2
|
|
|
|
8 LAG 5 HE 150(3) 300(3) 450(3) 4 M 1 4/.5
|
|
|
|
5 KEAP 200(8) 400(7) 600(6) 4 M 1 /.5 /20 5
|
|
5 flechette 70(6)+2 150(5)+1 2 M 50m /.5 /40 5
|
|
|
|
9 6mm Acc rfl 15 25(1)+2 50(3)+1 80(1) 3 L 1 2.5/.5 900/25 2
|
|
|
|
10 7mm (ACR) 20 slugs 300(3)+2 600(2)+1 900(1)+1 3 M 1/2 3/.4 800/10 3
|
|
20 DS 450(3)+2 900(2)+1 3 M 1/2 /.4 /20 3
|
|
10 9mm (ACR) 20 slugs 300(4)+2 600(3)+1 900(2)+1 3 M 1/2 3.5/.5 1000/15 3
|
|
20 DS 450(6)+2 900(3)+1 3 M 1/2 /.5 /25 3
|
|
20 HE 300(3)+2 600(3)+1 900(3) 4 M 1/2 /.5 /20 1,3
|
|
10 (ARL) 20 slugs 300(5)+3 600(4)+2 1000(3)+1 4 H 1/2 3/.5 800/20 3
|
|
20 KEAP 300(8)+3 600(6)+2 1000(4)+1 4 H 1/2 /.5 /35 3
|
|
20 HE 300(5)+3 600(5)+2 1000(5)+1 5 H 1/2 /.5 /30 1,3
|
|
20 HEAP 250(10)+3 500(10)+2 750(10)+1 4 H 1/ /.5 /35 1,3
|
|
10 ARLSS 40 slugs 300(5)+4 600(4)+3 1000(3)+2 4 H 2 3.5/1 1000/40 3
|
|
40 KEAP 300(8)+4 600(6)+3 1000(4)+2 4 H 2 /1 /40 3
|
|
40 HE 300(5)+4 600(5)+3 1000(5)+2 5 H 2 /1 /40 1,3
|
|
40 HEAP 250(10)+4 500(10)+3 750(10)+2 4 H 2 /1 /40 1,3
|
|
|
|
12 4mm Gau rif 40 600(7)+3 1200(3)+2 4 L 1/2 3.5/.4 1500/40 2
|
|
|
|
13 4mm Gau pis 15 20(4) 40(3) 60(1) 3 L 1 .65/.2 600/20 2
|
|
|
|
|
|
ENERGY WEAPONS
|
|
|
|
TL Description Shots Difficult Formidable Impossible DMG SIG Trg Weight Price Notes
|
|
|
|
8 Lsr crbn 50 150(7) 300(3) 1500(0) 3 L 1 5/3 2500/1000 2
|
|
|
|
9 Lsr rfl 100 180(9) 360(4) 1800(1) 3 L 1 6/4 3500/1500 2
|
|
9 Lsr pstl 50 90(4) 180(2) 900(0) 3 L 1 3/1 2000/400 2
|
|
|
|
12 PGMP-12 40 250(20) 450(8) 750(1) 12 H 1 6/3 10,000/2500 5
|
|
|
|
13 Lsr crbn 200 200(12) 400(6) 2000(2) 3 L 1 4.4/2 4000/14000 2
|
|
13 PGMP-13 unlimited 450(25) 900(12) 1500(1) 13 H 1 .9/7 65000/50000 5
|
|
13 Lsr rifle 200 400(20) 800(12) 4000(4) 3 L 1 8/4 8000/28000 2
|
|
13 Lsr pistol 200 100(6) 200(3) 1000(1) 3 L 1 2.2/1 3000/7000 2
|
|
|
|
14 PGMP-14 unlimited 450(25) 900(12) 1500(1) 14 H 1 9/1.6 100,000/65,000 2,6
|
|
14 FGMP-14 unlimited 450(34) 900(22) 1500(4) 14 H 1 10/9 100,000/65,000 5
|
|
|
|
15 FGMP-15 unlimited 450(34) 900(22) 1500(4) 15 H 1 1/2 400,000/300,000 2,6
|
|
|
|
16 FGMP-16 unlimited 450(34) 900(22) 1500(4) 16 H 1 .5/1 500,000/375,000 2,6
|
|
16 Plasma rfl unlimited 450(25) 900(12) 1500(1) 13 H 1 .5/.5 125,000/300,000 2,6
|
|
|
|
Notes for all Individual Weapons
|
|
|
|
Magazine: Number and type of rounds in a loaded magazine.
|
|
Shots: Number of shots before the powerpack is exhausted.
|
|
Difficult, Formidable, Impossible (difficulty profiles):
|
|
Range in meters (penetration) + autofire DMs.
|
|
DMG= Damage rating of the weapon
|
|
SIG= Weapons signature
|
|
Trg= Targets: Number of targets engaged.
|
|
If two are given, the first is for single shot, the second for automatic fire.
|
|
Weight: Weight of a weapon/loaded magazine (powepack) in kilograms.
|
|
Volume: Volume in litres equals weight in kilograms.
|
|
Price: Price of a weapon/magazine (powerpack) in Cr.
|
|
Notes:
|
|
1.These rounds have a burst size of 0 meters.
|
|
2.Low recoil weapon.
|
|
3.Gyrostabilized weapon.
|
|
4.DM is for single shot fire with multiple pellets/bullets.
|
|
If fired on autofire setting, double autofire DM.
|
|
5.High recoil weapon.
|
|
The PGMP-13 and FGMP-14 may only be used with battle dress.
|
|
6.Weights given are when gravetic field generator is on.
|
|
When off, multiply weight by 10.
|
|
|
|
|
|
CREW SERVED SLUG THROWERS
|
|
|
|
TL Descrip Shots Difficult Formidable Impossible DMG SIG Trg Weight Price Notes Set Up
|
|
|
|
5 7mm Mdm MG 3 350(3)+3 700(2)+2 1000(2)+1 3 H 8 10/4 1500/240 5 0
|
|
5 7mm Hvy MG 120/3 500(3)+3 1000(2)+2 1500(2)+1 3 H 8 15/4 1900/240 2
|
|
|
|
6 5.5mm Lt MG 80/1 350(2)+4 700(2)+3 1000(2)+2 2 H 2 5.5/2 1200/100 1,4,7 0
|
|
6 5.5mm Lt MG 30/1 350(2)+2 700(2)+1 1000(2) 2 H 2 5.5/.33 1200/20 1,2,4,7 0
|
|
6 7mm Lt MG 40/1 400(3)+3 750(2)+2 1200(2)+1 3 H 4 10/1.3 2000/100 1,3,7 0
|
|
6 7mm Mdm MG 160/2 500(3)+4 1000(2)+3 1500(2)+2 3 H 8 10/5.5 2000/300 3,5,7 0
|
|
6 7mm Hvy MG 160/1 600(3)+5 1200(2)+4 1800(2)+2 3 H 16 10/5.3 2200/300 3 2
|
|
6 13mm Hvy MG 80/2 500(6)+3 1000(5)+2 1500(3)+1 5 H 4 40/10 3000/400 2
|
|
7 5.5mm Gatgn 2560/4 300(2)+7 600(2)+5 1000(1)+3 2 H 16 30/30 12,350/2250 4
|
|
7 7mm Gatgn 2560/4 400(3)+7 750(2)+5 1200(2)+3 3 H 16 60/60 15,500/3000 4
|
|
|
|
8 5.5mm Gatgn 2560/1 300(2)+9 600(2)+7 1000(1)+4 2 H 16 15/30 4500/1000 4
|
|
8 7mm Gatgn 1280/1 400(3)+8 750(2)+6 1200(2)+3 3 H 16 30/30 6000/900 4
|
|
8 13mm Hvy MG 80/1 500(6)+4 1000(5)+3 1500(3)+1 5 H 8 20/10 5000/400 2
|
|
8 13mm Gatgn 320/1 500(6)+6 1000(5)+5 1500(3)+2 5 H 16 70/30 9000/1000 6 6
|
|
|
|
10 VRF Gauss 30720/24 1500(21)+8 3000(19)+6 4500(17)+3 10 L 16 2000/300 200,000/6000 6 10
|
|
|
|
Notes on Crew Served Weapons and Mounts
|
|
Shots: Number of rounds in a single belt (for machineguns) or hopper
|
|
(for all others)/number of shots in that size of belt or hopper.
|
|
Difficult, Formidable, Impossible (difficulty profiles): Range in meters
|
|
(penetration) + autofire DMs.
|
|
DMG= Damage rating of the weapon
|
|
SIG= Weapons signature
|
|
Trg= Targets: Number of targets engaged. If two are given, the first is
|
|
for single shot, the second for automatic fire.
|
|
Weight: Weight of a weapon/loaded magazine, hopper, belt in kilograms.
|
|
Volume: Volume in litres equals weight in kilograms.
|
|
Price: Price of a weapon/magazine in Cr.
|
|
Set Up: Number of turns required to prepare weapon for use. If the number
|
|
is zero then the weapon is treated differently, see type below.
|
|
Crew: All weapons have a crew of two if towed or carried, one if vehicle
|
|
mounted.
|
|
Fire Control: These weapons do not require fire control.
|
|
Type: Treat all weapons as light crew served weapons except as noted below.
|
|
1. These weapons are treated as individual infantry weapons.
|
|
2. This weapon uses a magazine like any infantry weapon, therefore it
|
|
requires only one crew.
|
|
3. All these weapons are the same basic weapon. The differences are the
|
|
weapon mount and ammunition supply.
|
|
4. All these weapons are the same basic weapon. The differences are the
|
|
weapon mount and ammunition supply.
|
|
5. These weapons are treated as high recoil individual infantry weapons.
|
|
6. these weapons are heavy crew served weapons.
|
|
Mounts: Except as noted below all weapons weight include mounts for fixed,
|
|
main or cupola only.
|
|
To use them as infantry, flexible, pintle, or open requires a weapon mount
|
|
as listed below.
|
|
7. The weight listed for these weapons includes weight allowance for all
|
|
types of mount.
|
|
|
|
|
|
WEAPON MOUNTS
|
|
|
|
TL Weapon Weight Price Notes
|
|
|
|
5 Medium Machinegun 5 300
|
|
5 Heavy Machinegun 10 300
|
|
|
|
6 7mm Heavy Machinegun 5 200
|
|
6 13mm Heavy Machinegun 20 400
|
|
|
|
7 5.5mm Gatling gun 20 1250
|
|
7 7mm Gatling gun 60 1500
|
|
|
|
8 5.5mm Gatling gun 15 1350
|
|
8 7mm Gatling gun 30 1750
|
|
8 13mm Heavy Machinegun 7 500
|
|
8 13mm Gatling gun 175 2250 8
|
|
|
|
10 VRF Gauss gun 5000 20000 8
|
|
|
|
Mounts Notes
|
|
8. These mounts also can be carriages.
|
|
|
|
Grenades
|
|
|
|
HAND GRENADES
|
|
|
|
TL HEAP HE
|
|
5 7/1
|
|
6 12 7/1
|
|
|
|
7 18 9/1
|
|
9 21 11/2
|
|
11 22 13/2
|
|
13 23 15/3
|
|
16 25 17/3
|
|
|
|
Notes for Hand Grenades only
|
|
|
|
Shots: Each hand grenade is a single item and can make one attack only.
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|
Difficult, Formidable (difficulty profiles): Difficult range is 20 meters,
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|
Formidable range is 50 meters.
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|
|
|
Damage: Damage rating for HEAP is 6, HE is 8.
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Signature: Use the grenades rules for signature.
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Targets: Hand grenades engage one target.
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|
Weight: All HE grenades weigh .25 kg, HEAP weigh 1 kg.
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Volume: Volume in litres equals weight in Kilograms.
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Price: HE grenades cost 10 Cr, HEAP cost 15 Cr.
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|
HE: penetration contact/fragmentation
|
|
HEAP: penetration
|
|
Blast diameter (HE): Tech 6-7 grenades have a burst size of 1 meter.
|
|
Tech level 8-10 grenades have a burst size of 10
|
|
meters.
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|
At tech level 10+ the burst size is 20 meters.
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|
(HEAP): HEAP grenades have a burst size of 1 meter and a
|
|
fragmentation penetration as HE.
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|
Notes:
|
|
Smoke Grenades weigh 1 Kg. Chemical smoke grenades cost 10 Cr, produce an
|
|
initial smoke cloud 10 m x 10 m and burn for four turns.
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|
|
|
They are available in various colors for marker purposes.
|
|
Incendiary smoke grenades cost 20 Cr, produce an initial smoke cloud 50 m
|
|
x 50 m and burn for two turns.
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|
|
|
They also produce light for night visibility.
|
|
|
|
|
|
RIFLE GRENADES
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|
|
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TL Type Difficult Formidable Impossible HEAP HE Flech Weight Notes
|
|
|
|
6 4 cm 25 50 100 6/6 5/4 0.2
|
|
6 6 cm 25 50 100 18/12 9/8 0.6
|
|
6 6 cm smoke 25 50 0.6
|
|
|
|
7 4 cm 50 100 150 22/5 7/3 0.4
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|
7 6 cm 50 100 150 27/10 11/7 0.6
|
|
7 6 cm smoke 25 50 100 0.6
|
|
|
|
8 4 cm RAM 250 375 500 24/16 7/11 6/32 0.4 1
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|
8 6 cm RAMsmk 100 200 300 0.6 1
|
|
|
|
9 4 cm RAM 250 375 500 28/20 9/13 6/40 0.4 1
|
|
|
|
10 4 cm RAM 375 750 1500 32/20 9/13 8/40 0.5 1
|
|
10 6 cm RAMsmk 150 300 500 0.8 1
|
|
|
|
11 4 cm RAM 375 750 1500 36/20 11/13 8/40 0.5 1
|
|
|
|
13 4 cm RAM 375 750 1500 38/20 13/13 10/40 0.5 1
|
|
|
|
Notes for Rifle Grenades only
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|
|
|
Shots: All details are for a single round.
|
|
Signature: All rifle grenades have a medium signature.
|
|
Targets: All engage only 1 target.
|
|
Use: All grenades can be launched by rifles, autorifles, assault rifles,
|
|
ACRs, gauss rifles, ARLs and ARLSSs.
|
|
|
|
|
|
Notes:
|
|
Smoke: Incendiary only, they cover 50 m x 50 m area, burn for two turns,
|
|
mass 1 kg, cost twice that of a similar HE, and can be spotted at night.
|
|
Rifle grenades can be used as hand grenades. Treat them as heavy reciol
|
|
for phasing purposes.
|
|
|
|
|
|
GRENADE LAUNCHERS
|
|
|
|
TL Des Shots Difficult Formidable Impossible HEAP HE Flech Weight Price Notes
|
|
|
|
6 7 cm ATGL 1 100 220 350 24/8 6/1.5 200 1
|
|
6 8 cm ATGL 1 120 250 375 28/10 8/2.4 250 1
|
|
6 9 cm ATGL 1 150 270 400 32/12 9/3.3 300 1
|
|
6 Disp ATGL 1 100 200 250 31 7 50 1
|
|
|
|
7 4 cm GL 1 100 200 500 15/5 7/3 3/.2 200
|
|
7 4 cm Auto GL 16 100+3 200+2 500+1 15/85 7/48 6/8 1400
|
|
7 Dispe ATGL 1 200 400 600 36 2 100 1
|
|
|
|
8 4 cm Ram GL 3 250 500 1000 24/50 7/30 6/100 4/1.4 400
|
|
8 4 cmRAMAtoGL 20 250+4 500+3 1000+2 24/350 7/200 6/700 8/9 2200
|
|
|
|
9 4 cm Ram GL 3 250 500 1000 28/60 9/40 6/120 4/1.4 400
|
|
9 4 cmRAMAtoGL 20 250+4 500+3 1000+2 28/400 9/270 6/800 8.5/9 2200
|
|
|
|
10 4 cm Ram GL 3 375 750 1500 32/60 9/40 8/120 6/1.6 500
|
|
10 4 cmRAMAtoGL 20 375+4 750+3 1500+2 32/400 9/270 8/800 9/12 3000
|
|
|
|
11 4 cm Ram GL 3 375 750 1500 36/60 11/40 8/120 6/1.6 600
|
|
11 4 cmRAMAtoGL 20 375+4 750+3 1500+2 36/400 11/270 8/800 9/12 3000
|
|
|
|
Notes for Grenade Launchers only
|
|
|
|
Shots: Number and type of rounds in a loaded magazine. Autogrenade launchers
|
|
can be fired as semi automatic. Number of targets is then one.
|
|
Signature: ATGLs have a signature of high. All others are medium.
|
|
Targets: Autolaunchers engage two targets, all others one. Flechette rounds
|
|
engage targets as described below.
|
|
|
|
Crew: Non disposable ATGLs have a crew of two. All other weapons have a crew
|
|
of one.
|
|
Type: Disposables have one use only. All autogrenade launchers use the TL 5
|
|
MMG weapon mount.
|
|
|
|
|
|
Notes for all Grenade Weapons
|
|
|
|
Difficult, Formidable, Impossible (difficulty profiles): Range in meters +
|
|
autofire DMs.
|
|
|
|
HEAP/HE/Flechette: Penetration/cost of a magazine.
|
|
HE: Blast size and fragmentation is as per same TL hand grenade.
|
|
HEAP: Blast size is 1 meter. Fragmentation penetration as per HE.
|
|
Flechette grenades have a hit DM of +4, and only range is difficult. They
|
|
attack all targets in an area 10m wide by 100m long at TL8-9, and 150m long
|
|
at TL 10+.
|
|
Damage: HE grenades do 8 points, HEAP do 6, and Flechette do 2.
|
|
Weight: Weight of a weapon/loaded magazine in kilograms.
|
|
Volume: Volume in litres equals weight kilograms.
|
|
Price: Price of a weapon/magazine in Cr.
|
|
|
|
Notes:
|
|
1.High recoil weapon.
|
|
|
|
PERSONAL ARMOR
|
|
|
|
TL Armor Value Weight Volume Price
|
|
|
|
1 Jack (1) 1 4 50
|
|
|
|
6 Cloth 5 2 4.5 250
|
|
|
|
7 Mesh 2 2 150
|
|
7 Flak Jacket 3 1 2 100
|
|
7 Vacc Suit 2 12 3.6 10,000
|
|
|
|
8 Hard Vacc Suit 5 35 3.8 12,000
|
|
|
|
9 Albat 1[6] 2 4.5 75
|
|
9 Vacc Suit 2 8 3.6 7000
|
|
9 Hard Vacc Suit 6 40 3.8 16,000
|
|
|
|
10 Combat Armor [10] 1 2 1500
|
|
10 Combat Environment Suit 6 2 6 1000
|
|
10 Vacc Suit 2 6 2.7 7000
|
|
10 Hard Vacc Suit 7 40 3 18,000
|
|
|
|
11 Combat Armor 8 18 2.9 20,000
|
|
11 Vacc Suit 2 4 1.8 7000
|
|
11 Hard Vacc Suit 7 10 2 20,000
|
|
|
|
12 Combat Armor 10 10 1.8 30,000
|
|
12 Vacc Suit 3 2 0.9 7000
|
|
12 Hard Vacc Suit 10 25 2.6 20,000
|
|
|
|
13 Battle Dress 10 26 3.8 200,000
|
|
13 Vacc Suit 3 0.5 7000
|
|
Self Seal Option 1 +6000
|
|
|
|
14 Combat Armor 18 6 0.7 60,000
|
|
14 Battle Dress 18 12 2.7 350,000
|
|
14 Vacc Suit 4 0.2 7000
|
|
Self Seal Option 0.5 +5000
|
|
|
|
15 Vacc Suit 4 0.2 9000
|
|
|
|
|
|
Value: Armor protection level (against melee weapons only), [against energy
|
|
weapons only].
|
|
Weight: Weight of a single suit of armor in kilograms.
|
|
Volume: Volume in litres.
|
|
Price: Price of a single suit of armor in Cr.
|
|
|
|
|