Beyond The Gates of Antares Outline Rulebook
Beyond The Gates of Antares Outline Rulebook
Beyond The Gates of Antares Outline Rulebook
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Turn Sequence Dice and Stats Fluid Combat Status Actions and Reactions Weapons and Armour Shooting Summary Movement
This document is a WORK IN PROGRESS OUTLINE RULEBOOK. It isnt by any means finished or fully tested. We want to involve you in the process of GoAs development so please feel free to play the game using this basic outline, youll need to use your own miniatures at this point of course and t hen get involved with the ongoing discussions were having on all areas of the rules in the forums. Thank you! Rick Priestley
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GAME TURNS
The battle is fought in a series of rounds or turns which we call game turns. During each game turn, both sides work through the following turn sequence. Once both sides have completed the sequence another game turn begins.
TURN SEQUENCE
Both sides work through each step of the sequence. In some steps both players participate, in other steps one or other of the players acts, depending upon the situation. 1. Combat Status Checks units that are already broken or exhausted are obliged to make a combat status check at the start of the turn. 2. Roll for Combat Intensity Level roll a D10 and add or subtract any modifiers that apply to establish the combat intensity level for that game turn. 3. Roll for Priority the players each roll a D10 and add or subtract any modifiers that apply to establish which side chooses priority for that game turn. 4. First Combat Turn 4.1. The player with priority selects any one of his units and makes an action. An action by one unit can potentially trigger one or more reactions from opposing units, or supporting actions by other units on the same side.
4.2. Once the player with priority has completed his units action and any consequent actions and reactions have been resolved, the opposing player selects one of his units and makes an action in the same way. 5. Subsequent Combat Turns Play continues in this fashion, with players alternating combat turns until each player has taken the number of combat turns corresponding to the intensity level. 6. Turn over once each side has completed all of its combat turns, the players make any checks, tests or adjustments required at the end of the game turn.
Okay thats the basic turn sequence, and as you can see there are elements within it that need to be explained in detail, but for now Ill just describe these in broad terms as I go along. Ill take you through the sequence and then Ill make a few observations about how the sequence and elements within it impact upon play.
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To start with note we have game turns and combat turns, with each game turn comprising a number of combat turns Ill probably rename the latter rounds to avoid any potential confusion for now that should be clear enough. At the start of the game turn both sides make combat status (CS) checks. There are four CS levels: 1 active 2 ready 3 exhausted 4 broken CS levels are likely to drop when you are shot at and when you take casualties, depending on a test. Units that have already dropped to either exhausted or broken must check their CS now at the start of the game turn. Neither exhausted nor broken units can take basic actions or make unit reactions during the game turn, and although they will automatically take part in fire fights and close combat if attacked, all their dice rolls are heavily penalised. Exhausted units that pass this initial test recover a CS step to ready if they are a good distance from any threat if they are close to the enemy they remain exhausted (hunkered down sort of thing). Exhausted unit that fail this test remain exhausted if safely distant from the enemy, and drop a step to broken if under threat. Broken units are destroyed if they fail a test but they can be given a regroup action during play and this allows them to potentially step up one level to exhausted if they pass their following game turns CS test. Units dont become either exhausted or broken until they have taken some damage, so it doesnt affect the game in its initial stages. The next step is to establish the number of combat turns that youre going to play in that game turn (CIL). This is basically a D10 roll but modifiers do apply and these need to be firmed up with play testing but the basic idea is that if opposing troops are close the CIL goes up: +1 24 +2 12 +3 6 These are provisional working values but they seem to be holding up at the moment. CIL is also capped by the total number of units in play. As we progress we might find other modifiers to apply, and this is a value that can be potentially adjusted by situational or technological factors. Once you have the CIL for the game turn each player rolls off for choice of priority i.e. who will go first in the combat turn for the duration of that game turn. This is also a value that can be potentially modified, but for now we are sticking with straight roll-offs for choice of whether to go first or defer to your opponent. This is a level position for development purposes.
The combat turns are simple alternating turn each player selects a unit and takes an action one after the other until each player have taken the number of actions equal to the CIL. I am treating this as a hard mechanic at the moment i.e. we dont apply exception to this sequence and I think that is necessary to establish a good base for balancing purposes. The minute you allow players to double or treble action you introduce the potential for unbalancing the system so although I wont say never I certainly say not now! In fact, players can defer an action with a support action which does allow units to move in concert but as a deferred action it 1) alerts the other player beforehand, and 2) requires prior sacrifice so there is a tension of choice built into this already. Okay so what is an action? The two basic actions are engage and manoeuvre. Engage means move up to a basic move and either shoot or fight close combat, and manoeuvre means make up to a
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double move without shooting or fighting. Only active and ready units can make these basic actions. The other common action is rest, which takes a units CS up one level so long as it is not already broken. Other actions come in to allow units to support or for broken units to regroup but for now its important to know that actions are what move and shoot your units and allow them to recover CS. As you can see actions can trigger reactions and whilst this sounds like it might get complicated |Ive narrowed down the way units can react so that it flows naturally. Some reactions are triggered automatically for example a fire fight. A fire fight happens when you shoot at an enemy who can shoot back at ranges of 12 and less. In this situation both sides get to shoot simultaneously the shooter and target and thats basically what a fire fight is. Other actions are proactive and the player has to decide to trigger them or not. Only units that are of active CS can make these reactions. Reactions include returning fire if shot at from ranges greater than 12, taking opportunity fire against moving targets more than 12 away, taking cover if shot at from more than 12 away, and withdrawing if enemy move within 12 without contacting. These types of actions require a test to be used successfully, and if this test is failed it can affect a units CS negatively, so there is always a risk involved but as only active units can make reactions the worse result is a drop one step to ready. Finally, Ive added a tidy up phase at the end of the turn this is when you figure out whether youve won the game by achieving the victory criteria, any temporary markers are removed, and any end of turn checks made. This is simply a holding rule at the moment but having the phase ready establishes a basic design principle for making periodic checks. So how does that work in practice well there is the potential to move the same unit multiple times as the number of actions a unit can take in a turn is unlimited (base value unlimited is a working hard rule but the potential for limits is obviously there). This tends to tempt first-time players into leaping forward with a single unit and here you come across the first internal tension in the game play: do I concentrate at a point or spread my effort? Its a genuine nail biter too because if you go for the point and leave half your army out of the fight you will tend to get overwhelmed in the end. Then theres the question of whether you use your actions to keep your CS levels up or risk committing ready units in the hope of knocking opposing units down to exhausted. As CS is calculated per unit there is an advantage to having smaller units but smaller units have less hitting power and can do corresponding less per action. Again, we have a natural tension arising from the size of units, and expending actions getting stragglers back to active CS is hardly worthwhile compared to activating larger units. Overall, once players get the hang of the basic sequence, game turns are quite rapid. Of note is the fact that a player with many exhausted or broken units will always hope for a high CIL as it gives him enough actions to rest and regroup conversely a low CIL will just bring the CS checks all the sooner and he risks losing a good chuck of his forces. The drop in CS levels resulting from enemy shooting means that the game gets increasingly edgy as vital actions are needed both to keep your own side together and knock the enemy about so the game play gets increasingly tense and picks up in pace as actions are quickly expended on resting units in readiness for a push.
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I realise I have written a great deal about what is actually a very short section of rules, and I hope I have not given the impression that play is in any way complex or laborious because it certainly isnt! Rather, I wanted to give you all an insight into how these things are done, and why certain decisions are made in certain ways, and how you lay the foundations for a game in something as simple as the turn sequence. I hope you found it interesting. If this is the sort of approach you favour let me know via the forums if not also let me know and I can adjust these sections going forward so that they are as useful and as informative as I can make them.
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Types of Dice
D10s are used to make tests against stats, and this includes the basic rolls to hit a target, to resist damage, to undertake reactions to enemy actions, and to check combat status. A number of D10s are required and it is helpful to have a few distinctly coloured dice as this helps greatly with hit allocation from weapons with different strike qualities, for example where a unit shoots plasma carbines and a plasma cannon at the same target. D4s, D6s, D8s and D12s are also used to generate random values, most commonly for weapons with blast effects. One of each will be enough or values can be generated using D10s and working down, for example generate 1-8 by re-rolling 9s and 10s. Well also be using D3 (half D6 roll) and D5s (half D10 score) and such-like variations but Ill assume we are all familiar enough with that kind of thing.
Dice Tests
The D10 dice is also used to make tests against a models stat or the stat of an item of equipment or weapon. In most cases these stat values will also be affected by situational and unit status modifiers, but for purposes of explanation we can ignore those for now. The basis stat test works as follows: To test against a stat value, roll a D10 and if the score is equal to or less than the value you are testing against the test is a success. We sometimes refer to this test as a check. For example, to make a check against a value of 5 simply roll 5 or less on a D10 for success. In this case a roll of 6 or more is a fail. Regardless of any modifiers applied to the stat under test, a D10 dice roll of a 10 is always deemed a failure. If the score required is less that 1 then it is still possible to succeed if you roll a 1, in which case roll the dice again and if another 1 is rolled the test is a success anyway. So, to summarise, a roll of a 10 is always a failure regardless, and if you need to roll any number less than 1 to succeed you need a 1 followed by another 1 ( a 1% outside chance). Another principle that will be applied throughout the rules is a dice roll of a 1 counts as a critical success. This rule doesnt apply if the score required is 1 or lower, in which case it is impossible to generate a critical success result, but so long as you are testing against a value of 2 or greater any roll of a 1 on the D10 is considered a critical success. A critical success affects the results of some tests, and this varies depending on the test that is being made. In the case of shooting it affects how casualties are allocated. Some tests are binary and critical success makes no difference, they either pass or fail, but in general look out for the 1s as they often mean something special.
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Unit Rever
Type Inf
Ag 5
Acc 5
Res 5
Str 5
Init 5
Cou 7
Tech 1
Com 2
Sp *
The unit column just lists the model an ordinary Rever fighter in this case and the Type is a basic definition for rules purposes in this case infantry. Different types have different rules in respect to movement, damage effects, and so on but we are only concerned with the standard fighter types at this stage. All of the stats are scored out of 10 with 1 being the lowest value possible and 10 the highest for this type. Values lower than 5 are relatively weak and values in excess of 5 are relatively powerful. Agility (Ag). The Agility stat is a measure of an individuals ability to traverse terrain, climb, and bounce about in an athletic fashion. It is used mostly for movement tests in demanding situations. It is used by some individuals with special skills for close combat.
Accuracy (Acc). The accuracy stat is a basic measure of how capable the individual is
when it comes to handling and shooting a weapon. The higher the value the better shot the individual is. This stat is used for all shooting included ranged shooting, fire fights and assaults.
Resist (Res). The resist stat indicates the individuals ability to withstand a blow, weapon
strike or physical trauma the higher this value the tougher or harder the individual is: the more easily the individual can resist damage. This value is affected by armour of various kinds as well as cover.
Strength (Str). This stat is a measure of brute strength. Brute strength is not an
important consideration unless it comes down to grappling at close quarters when it is very important indeed! Strength is also important should it come to tasks requiring sheer power; such as lifting a heavy object or forcing open a heavy airlock seal.
Initiative (Init). The initiative stat is a measure of alertness and speed of reactions, and as
such it is the key value that we test against when a unit reacts to an enemys action. Troops with high values will be more easily able to return enemy fire or go to ground quickly when shot at.
Courage (Cou). Courage is a measure of how cool the individual is under stress, how
steady his nerves are, or how brave he is when things get tough. We test against this value when checking Combat Status, which means it affects a units ability to fight in most situations. Courage is
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one of the most important stats in the whole game because technology can compensate or augment other stats but there are few (safe) ways to bolster your courage!
Compute (Com). This stat is a measure of an individuals facility with logical calculation,
and it is far more important for machine intelligences than for living creatures. Although it is occasionally used where a test of pure intelligence is called for, the principle use is for WarDrones and other kinds of sentient machines, where compute is generally used instead of courage.
Special (Sp). This isnt a stat the column at the end of the stat-line is a placeholder used
as a memory jogger for any special rules than might apply to that particular model.
Comment on Stats This is a work in progress stat line and it is intended to establish a base level for purposes of game balance and working out variable parameters. It seems to be holding up quite well at the moment in our games, although bear in mind that modifiers do generally tend to take the probabilities down a bit, and all the more so for units that have suffered reduction of their combat status.
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status combat status changes as units fight and can be changed again by the player but its always a tough decision! The total number of activations a player can make each turn is limited, so if you spend all of your activations recovering worn out units you wont be able to launch your own attacks against the enemy. The number of activations available each turn (the escalation level as it is called) is also not entirely predictable, although it is affected by the progress of the battle so far. Its a careful balancing match between preserving your own troops and eroding the fighting ability of the enemy and all within a limited number of turns.
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ACTIONS
There are six actions in the game and some types of unit can only undertake a limited range of actions but no need to worry about that for now. More importantly, a units choice of action is also restricted by its combat status. Make sure you are familiar with the combat status system before reading this as the two key together during play. These are the actions:
Rest
The unit recovers its combat status by one step.
Manoeuvre
The unit moves without attempting to engage the enemy.
Engage
The unit engages an enemy unit either by shooting at it or by moving to close quarters.
Support
The unit waits for another unit to make an action, and then makes its action.
Regroup
A broken unit can make a regroup action to try and return to the fight.
Special
The unit uses the action to set-up or activate a machine, attempt a repair, or otherwise do something specific to that unit. These kinds of special actions may be defined at the unit level or as part of the scenario being played. Examples include, to activate a med-drone, deploy a sizeable weapon such as a heavy fractal cannon, open a hatchway into an environmental module, focus a displacer dish, or initiative a launch sequence on a sphercraft. Dont worry about these at the moment Special is a placeholder action that will cover a number of specific unusual or occasional actions.
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REST ACTION
A ready or exhausted (i.e amber or red) unit can use its action to rest. The units combat status is raised one step: ready units become alert, and exhausted units become ready. Units with other combat status (green/black) cant rest.
MANOEUVRE ACTION
An alert or ready (i.e. green or amber) unit can use its action to manoeuvre. When a unit makes a manoeuvre action it can move at up to double its Move Rate (use a base value of 6 inches Move Rate for now) without attempting to engage the enemy. This action is commonly used when a unit needs to move fast, and where it is in no immediate danger from enemy attack. Units with other combat status (red/black) cant manoeuvre.
ENGAGE ACTION
An alert or ready unit (i.e. green or amber) can use its action to engage with the enemy. This allows a unit to move up to its Move Rate and either shoot at an enemy unit or engage an enemy unit at close quarters. Units with other combat status (red/black) cant engage.
SUPPORT ACTION
An alert unit (i.e. green) can make a support action changing its combat status to alert + support. Place a support marker with the unit to show this. Such a unit is described as supporting or as a supporting unit. Note that only an alert unit can make a support action. When a unit makes a support action it does nothing during that player turn. Instead, it defers its action until an adjacent unit (within 6 base value for now) makes an action. A support action is used where you want several units to act in unison.
REGROUP ACTION
Only a broken (i.e. black) unit can make a regroup action and this is the only action a broken unit is allowed to make. When it makes a regroup action, the units combat status changes from broken to broken+ regroup. Place a regroup marker with the unit to show this. For convenience we describe such units as regrouping. For now all we need to know is that this affects the chances of the unit passing its combat status check at the start of the game turn. Broken units that fail their check are normally destroyed and those that pass their check remain broken. Broken+regroup units that fail their check remain broken and those that pass step up to exhausted (i.e red).
SPECIAL ACTION
Special actions are often defined by a scenario, or as special rules for a specific troop type. When and how such actions are made are therefore not fixed. However, in most cases, units that are alert or ready can make a special action, whilst units that are exhausted or broken cannot.
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REACTIONS
When a unit makes an action during the players turn it is possible for one or more enemy units to make a reaction in response. Reactions are triggered or declared at the moment when the acting unit has completed any movement it is going to make and before it does anything else. E.g. before it shoots. A unit can only make a single reaction in response to an enemy units action. In some situations, two or more units may be able to each make a reaction in response to the same enemy units action for example during opportunity fire reactions. There are two kinds of reaction: combat reactions and unit reactions. The difference is that unit reactions are voluntary and require a test to be successful, where combat reactions are triggered automatically and override any unit reactions otherwise available to the player.
COMBAT REACTIONS
A combat reaction is triggered when a unit makes an engage action and either shoots at an enemy that can shoot back within 12", or moves into touch with an enemy unit that can fight back. A combat reaction is triggered automatically, resulting in either a fire fight or an assault. If a units action triggers a combat reaction no unit reactions are allowed. The assault or fire fight reaction overrides all other reactions that might otherwise be possible.
FIREFIGHT
A firefight is triggered if a unit makes an engage action and shoots at an enemy target within 12" that is capable of shooting back. A fire fight is triggered regardless of the combat status of the target unit, even if the target is exhausted or broken and therefore normally unable to shoot. If the target unit is supporting or regrouping then its status automatically reverts to alert (i.e. green) or broken (i.e black) and it loses its supporting/regrouping markers. Well deal with how fire fights work another time but in summary a firefight is an exchange of fire and generally of small arms only both the shooters and targets fire and shots are worked out simultaneously. Once both sides have fired units that are hit must make combat status checks.
ASSAULT
An assault is triggered when a unit makes an engage action and moves into touch with an enemy unit. An assault is triggered regardless of the combat status of the target unit, even if the target is exhausted or broken and therefore normally unable to move or shoot. If a target unit is supporting or regrouping then its status automatically reverts to alert (i.e. green) or broken (i.e black) and it loses its supporting/regrouping markers.
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Again well cover assaults later but in summary an assault is broken into two phases the first assault phase is an exchange of fire at point blank range worked out the same way as a firefight the second phase is a grappling phase resolved using the opposing Strength or in some cases Agilty stats of the opposing units.
UNIT REACTIONS
Only status alert (i.e. green) units can attempt a unit reaction. Other status units are affected by combat reactions (firefights and assaults) but cannot make unit reactions. This is an important distinction and one of the chief differences between alert (green) and other status units. A supporting unit can always revert to alert to make a reaction, if you do this the unit is no longer supporting and the support marker is removed. Remember very importantly - unit reactions are only permitted where the acting units action does not trigger a combat reaction (firefight or assault). It is always one or the other: combat reactions or unit reactions. Unit reactions can be made in response to enemy manoeuvre or engage actions only. Other actions, such as rest or support, do not trigger reactions. Because reactions are voluntary, the player must declare when a unit is reacting and must state aloud what reaction it is making. If more than one unit is reacting then the player must declare all reactions at once you cant react with a single unit and, if unsuccessful, try and react with another. Units can never make reactions to other reactions in case you were wondering a reaction can only be triggered by an enemy units action.
Return Fire if a unit is shot at by enemy at over 12" range then you can attempt to
return fire. If the test is successful both units shoot simultaneously work out shooting for both sides.
Dash for Cover if unit is shot at by enemy at over 12" range then you can
attempt to dash for cover. This move has some specific restriction like you do have to try and move into cover which we wont go into here. For now, it is sufficient to know that the dash to cover allows the unit to move up to double its Move Rate (2xM) into or behind cover or out of sight of the shooter.
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Go to Ground if unit is shot at by enemy at over 12" range then you can attempt
to go to ground. Again for now just think of this as throwing yourself to the floor this reduces the chance of being hit but means your next action cannot be engage you have to get back up (manoeuvre) before you can start to shoot.
Opportunity Fire if an enemy unit moves within the units field of fire at
more than 12" range and without shooting at an opposing target, then you can attempt opportunity fire. Test once the enemy unit has moved even if it has moved out of your line of sight if successful you can shoot at the unit at the point where it was closest and within line of sight.
Withdraw- if an enemy unit moves to within two standard move distances (2xM) of your
unit without triggering a firefight or assault, you can test to withdraw if successful immediately move up to two standard moves away from the enemy unit you are reacting to.
NOTE: these various reaction moves are described in more detail in the rules for moving and shooting, but the outline versions given here should be enough to get you going.
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NUMBER OF REACTIONS
A unit can make any number of reactions in the game turn so long as its status is alert (i.e. green). We place no limitations on reactions other than the requirement to make a successful Initiative check each time a unit reaction is attempted.
NOTES ON REACTIONS
Combat reactions (fire fights and assaults) are an inherent part of game play and will happen in every game as opposing units close in upon each other. Unit reactions are options that involve a degree of risk namely a drop in status and that means you have to decide whether it is a risk worth taking. Reactions to being shot at, return fire and dash for cover/go to ground are doubly risky because if the test is failed your unit will be more vulnerable because of the status drop. This means it is only worth attempting these reactions if you feel your chances are pretty poor if you dont take a chance: for example, if you have been caught in the open and are about to be shot up by a large, wellequipped enemy unit. Opportunity fire on the other hand is less risky, because you can always recover your status to alert (i..e green) in your following combat turn in which case all you will have lost is a shot. However, note that opportunity fire is less likely to hit than a normal ranged shot, so whilst it is best to pass the test and give yourself a possible two shots (opportunity fire followed by engage in your own combat turn), failing the test is still a poorer result than just sitting tight and taking the engage shot in our own turn. Decisions decisions! Withdraw is a fairly safe option and can sometimes actually help you to complete a mission where you are attempting to move away from the fighting. However, on the whole battles are not won by running from the enemy!
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STAT FORMAT
This is the basic stat format I am working with I may need an extra column for special rule annotations but for now Ive just made notes beneath each stat bloc.
Type of Weapon: Shoot: The number of shots in some cases also the multiplier for blast weapons but well
come to them some other time. The number shown is the number of dice rolled and therefore the potentially number of hits that can be scored each time the weapon fires.
Range: The range bands in inches it is generally easier to hit at effective range than at long
or extreme range but the actual modifiers vary depending upon the type of fire (Firefight, Range, Opportunity, Return).
Strike Value: The modifier applied to the targets Resist roll to avoid taking damage
from the hit e.g. SV 1, Resist stat is at 1. Type of weapon Shoot
Point blank
Strike Value
Plug Pistol
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Type of weapon Plug Pistol Plug Carbine Plug Rapid Repeater Plug GPS
Shoot
Point Blank
Strike Value 0 1 1
1 1 2
6 6 6
NA
24
48
96
Special Rules: GPS. The General Purpose Support (GPS or jips) version is a large man-mobile weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at 1 Accuracy ((rapid fire on the move)) ).
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Type of weapon
Strike Value
12
18
36
18
30
48
18
30
48
NA
24
48
96
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Shoot
Point Blank
Min 6
Min 6
18
30
48
X/3/2/1
12
24
NA
3/2/1/X
Minimum Range. GPL and HS Compression guns have a minimum range of 6 and
cannot be used during Assaults.
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Strike Value. The Strike Value of a Compression Gun varies according to the range to the target as shown PB/E/L/Ex. HL Armours. Compression fields have negative energy emission signatures and are therefore invisible to HL armours HL armour have 0 Resist value against a Compression Gun.
ARMOUR
Protection is based around field defences rather than hard armour but these field defences need a metallic base to hang around and for this reason most armours consist of metallic plates, strips or patches. As well as functioning as protective armour some of the battle suits worn by trooper of all factions have to function as atmospheric suits. Again this can be achieved purely with an energy seal but heavily militarised units prefer to employ a double sealed system with an encased armoured suit protected by an energy seal. At this stage its a bit early to introduce the various kinds of armour in any detail so Ill just give you an overview of the system we have been using for development purposes. Some of these values are speculative at this stage and require refinement. Most armed troops are equipped with a basic protective armour field this is a field that is on all the time and which absorbs energy whether thats the kinetic energy of a solid object such as a plug from a Mag Gun or laser energy from a Plasma Gun. This type of armour increases the wearers Resist stat by +1 in all situations e.g. from a Panhuman base of 5 to 6. Note that this effectively cancels out the Strike Value of a Mag Gun and reduced the Plasma Gun to and effective 1. The best equipped troops of the C3 (Concord Combined Command) wear a reactive armour that recognises an impacting shot and reacts directly against it this is called a HyperLight armour as the reaction mechanic basically recognises the incoming energy signature and mounts a defence before even laser bases weapons can strike. Hyper-Light armours offer a variable modifier the longer the range of the shot and the higher its energy signature the more effectively it protects the wearer. Hyper-Light defences make long range weaponry almost entirely ineffective, and this is one of the reasons why most combat takes place at relatively short distances. For initial purposes, this value is +2 where the weapon shoots at effective range or closer, +3 at long range, and +4 at extreme range. Some weapons can defeat HL armours, but these tend to be specialised short-ranged weapons such as Compression guns. Isorian phase armour utilises the silicon based bio-tech developed by the Isorian Shard during the Isoris long war against the alien TSan Kiri during the long isolation prior to the rise of the Seventh Age. It is this strange alien-derived bio-technology that marks the Isori apart from other humans and places them and the Concord at odds two rival but incompatible technologies, each driven by an Integrated Machine Intelligence that identifies the other as an invasive viral intruder. Some Freebooters manage to combine these technologies by using sterilisers to purge the respective nano-clouds and re-seeding with an isolate nano-technology. However, such isolates are prone to contamination upon contact with IMTel. Phase armour offers almost complete protection from all kinds of harm by shifting the wearers position in special reality but at the same time it renders the wearer unable to fully interact with real space. Everytime the wearer moves, shoots or attempts to touch something the armour has to shift phase to allow him to do so, opening up a chink in the
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armour. When shot at without making or attempting any reaction in response the protective value is +3 at all ranges. When making a reaction it drops to +1.
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SUMMARY OF SHOOTING
This is a summary of the shooting rules. It covers basic combatants and is very much work in progress but its enough to play out some simple engagements and get a feel for the way the game plays.
WHO SHOOTS?
Units that make an engage action can shoot if they move they move and then shoot. Units can also shoot as a reaction: opportunity fire, return fire, fire fight or assault. Well cover assaults in the rules for hand-to-hand fighting ignore this for now.
Shooting procedure
Shooting is worked out using the following procedure.
Declare target Check line-of-fire and range Target declares any reaction it is allowed to make. Roll to hit Roll to damage Target takes casualties Target makes combat status check
An alert target is allowed to declare a unit reaction to an enemy unit shooting at it with an engage action. Where units shoot as a reaction no further reactions are permitted or caused. Units never react to reactions.
Declare Target
A unit can direct all of its fire against a single target (generally an enemy unit) OR a unit can divide its fire amongst different targets, with different unit members shooting at different targets. A unit shoots most effectively when it shoots at a single target. When a unit divides its fire, its shooting will be less effective; the greater the number of targets the less effectively it will shoot. For purposes of explanation we will assume the target is a single enemy unit.
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Note there are exceptions where LOS is not required well cover these later. Range individual shooters might be at different range bands in each case measure shooter to the closest part of the target where the shooter has LOS. The shooter is shooting at the unit.
MODIFIERS TO SHOOTING
In different circumstances it will be easier or more difficult to score a hit upon a target, and to reflect this we apply modifiers to the shooters Acc depending upon the shooters combat status, the weapon range, the type of fire, and the target size. Because we have four different kinds of shooting - from controlled ranged fire to frenzied fire fights, spontaneous return fire and sudden opportunity fire - different modifiers apply to each shooting mode. This is summarised on the table below. Dont worry if this looks a little complex to start with: most of the common modifiers are fairly intuitive, whilst many apply only to specific types of shooting and soon become habitual. Rick Note. Ive put this on a chart for now as it makes it easier to reference but as you will see most of the modifiers could be handled as bonuses to the basic ranged shot; unit reactions are just 1 over all ranges for example. Dont worry about the presentation too much at the moment. I will probably change this once we get the definitive modifiers worked out and make it friendlier.
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SITUATION
Return Fire 0 NA NA NA NA -1 -2 -3 NA NA -1 NA -1 -2 +1 +2
Opportunity
Fire -1 NA NA NA NA -1 -2 -3 NA NA -1 NA -1 -2 +1 +2
Shooter Combat Status Alert Ready Exhausted Broken Range Point Blank (small arms only) Effective Long Extreme Type of Fire Aimed (engage+stationary) Targetted per reticle marker Repeater 2+ shots Divided per divide Target Size Small/Gone to Ground/ Very Small Large Very Large
0 -1 NA NA +1 0 -1 -2 +1 +1 -1 -1 -1 -2 +1 +2
-1 -2 -4 -6 0 0 NA NA NA NA -1 NA -1 -2 +1 +2
RANGE
Weapons have different range bands depending upon the weapons size and configuration. Only small arms have a point blank range at which distance (generally 6) they get a bonus of +1 for ranged fire; however, this doesnt come into play often as fire at such close range usually triggers a firefight or unit reaction.
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Otherwise the range modifiers are simple steps, with an extra 1 applied for unit reactions. Note that opportunity fire is effectively an extra 1 because of the standard penalty applied to alert units firing in this mode.
TYPE OF FIRE
These modifiers allow for more unusual situations and are explained separately. They dont come into every game and I suggest players accustom themselves with the game play before considering these options.
TARGET SIZE
We also allow for target size but note that this does not affect normal play where targets are more-or-less man sized throughout. These modifiers simply allow for the possibility that the target is a very large vehicle, a building, spacecraft or similarly large construction at one end, and perhaps a control panel, valve mechanism, or small drone at the other. Well cover this in more detail later.
OUTSIDE CHANCE
If the D10 roll required to score a hit after modifiers have been applied is less than 1 then there is still an outside chance of scoring a hit. Roll a D10 anyway if you score a 1 then roll another D10 if this second D10 is also a 1 then you have hit!
CRITICAL SUCCESS
If the D10 roll required for success is 2 or greater then any roll of a 1 indicates a critical success. In the case of a weapon shot this means the shooting player gets to allocate which of the models in the target unit is hit, rather than the player whose unit has been shot at, as is normally the case. See Allocation of hits below.
AIMED FIRE
If a model carries a mobile weapon then it automatically counts aimed fire if the unit makes an engage action and shoots but does not move. The entire unit must remain stationary to count as not moving, and only those models armed with mobile weapons receive the bonus.
TARGETED FIRE
Targeter drones and targeting weapons and devices can mark targets; we call all of these things targeters. This will be covered separately; in summary, instead of a unit making a shot at the target, a targeting reticle marker is placed next to one model in the unit. Any shots made against the target by any unit with a guided weapon add +1 to the Acc for each reticule. Guided weapons are covered in the section on weapons, but note that some weapons can have built in guidance systems whilst others can benefit from a guidance device carried by a member of the unit or by another unit they can patch to. A target retains all of its reticle markers whilst it remains stationary. If the target moves so that it is more than 6 from the reticle markers all the markers are removed and the target is no longer targeted. If the target moves but not enough to remove all the markers then the
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number of markers is halved rounding up, and the marker stack is moved and placed next to one of the units models by the targeting player. Targeting reticles can also be dispersed by some devices or certain types of model. Targeted fire can be combined with aimed fire the bonus from each is added together.
REPEATER FIRE
Some weapons have two, three or more shots these have 1 penalty on all shots. Repeater fire cannot be combined with aimed fire or targeted fire.
DIVIDED FIRE
A unit can choose to divide ranged fire onto different enemy targets if the player wishes, some models shooting at one target and some at another. This is called divided fire. A unit cannot divide its fire if this would result in a fire fight. If a fire fight is triggered then all of a units models take part in the fire fight. To successfully divide its fire a unit must make an initiative check. If this is failed there is no penalty, but the unit cannot divide its fire and must select a single target in the usual way. If the check is passed the unit can divide its fire by shooting at two or more targets the player must state which models are firing at which targets before working out shooting. Once you have done that work out the shooting against each target one at a time, in the order chosen by the firing player. As each shot can potentially trigger a reaction, work these out as you go along.
ALLOCATION OF HITS
As hits are scored on a target it is, in most cases, necessary to allocate each hit to a model in the target unit. To do this, take the dice that scored the hit and place it next to one of the models in the target unit. Hits are allocated by the player whose unit has been shot at, unless a critical success roll is made when rolling to score the hit, in which case that hit can be allocated by the shooter. Regardless of which player is allocating a hit, hits must be spread out as evenly as possible, i.e. make sure every model in the target unit has one hit before allocating a second hit to any models. If the target comprises models that are armed and armoured in exactly the same way it make no difference where the hits are allocated, in which case it is easier to simply place the dice that scored hits against the unit. In most cases, however, there is likely to be a mix of armaments within a unit, so it is important to know which hits are allocated where. This is especially true where different weapons are shooting. This is why it is a good idea to use different coloured dice for shooting with different weapons, as it just helps to keep things clear. Note that it does not matter whether individual models are hit by a weapon that is within range, ranges are always calculated to the unit by measuring to the nearest model. So long as the unit is within range all models in the unit can potentially be hit by that weapon, regardless of whether they are within range or not.
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If the target unit includes some models that are out of the line of sight of all the models in the shooting unit, then these models cannot be hit by weapons that require line of sight to their target. In these cases hits are allocated only against those models that are within line of sight of the shooters. Hits scored must still be allocated as evenly as possible amongst models within line of sight. Note that some weapons do not require line of sight to shoot at their target, and in these cases hits are allocated between all models in the unit regardless.
RESIST CHECKS
For each hit scored against a model the player whose model it is picks the dice from next to it and makes a resist check. For example, if a models resist stat is 5 any D10 roll of a 5 or less is a pass, whilst rolls of 6 or more are a fail. If the resist check is passed the model is unharmed. If the check is failed the model takes damage. In the case of most human-sized models this is sufficient for the model to immediately fall casualty. In the case of some larger models, vehicles, buildings and so on then we instead go on to resolve the damage result (still to be done). However, for now we need only concern ourselves with our regular fighting troopers, so we may assume that any model taking damage falls casualty and is removed from the game. A models resist stat will be modified depending on the weapon that has scored the hit, the targets combat status, whether the unit is in cover or not, and what armour the unit has. These modifiers reduce or boost the models resist stat. See below for how these modifiers work. Note that the resist check represents the individual models chances of avoiding a hit on the unit as a whole. Many hits will fall within the area occupied by the unit but not strike any individual trooper, or perhaps will strike only a glancing shot, or in some cases be repelled or absorbed by a troopers armour. For this reason most trooper models have a resist roll that is set fairly high representing their chances of keeping to cover, avoiding exposing themselves to danger, and using their experience as fighters to minimise their personal risk. Better and more experienced fighters will therefore have a better resist roll than poor or untrained fighters, whilst civilians and non-combatants may have a substantially lower resist stat than a typical fighter of their species.
CRITICAL RESIST
If the score needed to make a successful check is less than 1 once modifiers have been taken into account, then any dice roll of a 1 followed by another D10 roll of 1 will always pass the check and the model will survive. In this case the individual has flung himself aside or managed to put something between himself and his attacker that has deflected the shot.
AUTOMATIC FAIL
A dice roll of a 10 always fails a resist check regardless of any modifiers that apply to the resist stat. 10s always fail.
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RESIST MODIFIERS
Modifiers affect a target models resist stat, these include the strike value of the weapon, the target units combat status, cover and armour.
STRIKE VALUE
All weapons have a strike value (SV), in some cases this is constant and in others it varies over range or has a random element. This SV is deducted from the resist value of the target model. So, if a model has a resist stat of 5 and it is struck by a Mag gun with SV 1 its resist value is reduced to 4. TARGET COMBAT STATUS The targets combat status reduces its ability to react to shooting, seek localised protection or avoid being hit, and we represent this by applying the following penalty to the resist stat of all the units members.
0 -1 -2 -3
COVER
We recognise three levels of cover in the game: light, dense and emplaced. A model is within cover if it is within terrain that offers cover such as dense undergrowth (light cover) or if it has been placed directly behind something that offers cover such as a wall. Dont worry too much about this at present.
+1 +2 +3
Troops that have gone to ground increase their cover bonus by a further 1 and those who have no cover count +1.
ARMOUR
Most troops are protected by some kind of armour usually in the form of an armour field defence. Some armours offer a fixed value bonus and others vary depending upon circumstance.
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REMOVE CASUALTIES
Remove casualties as they occur. If models have yet to shoot back, for example during a fire fight or with return fire, it is preferable to either lay the model down or turn it around to show it has fallen casualty until you have worked out all shooting.
COURAGE CHECK
The unit make a standard check against its Courage value, taking into account any bonuses to Courage that apply. These bonuses accrue from special rules that apply to individual leaders or to equipment, so we shall ignore them for now. Deduct 1 from the units Courage value for each casualty it has suffered as a result of the action that has been completed. For example, if a unit has Courage of 7 and suffers 2 casualties it tests against a value of 5. If the test is passed there is no change to the units status. There is no extra benefit to a critical success roll of a 1 in this case. If the test is failed the unit drops one combat status level, for example from alert (green) to ready (amber). If the unit is already broken it is destroyed if the test is failed: in this case remove the entire unit and all of its models count as falling casualty.
INDIRECT FIRE
Some weapons do not necessarily need line of sight to a target in order to shoot. Either the weapon fires a missile that is self-guiding, or it relies upon another observer to guide it to the target, or the shooter simply lobs a bomb high into the air and the shooter trusts to luck that it will land on an enemy. In all cases we refer to any shot where the shooter cannot see the target as indirect fire. Only those weapons indicated as able to use indirect fire can do so. We wont worry about indirect fire weaponry for now as this would just add an extra level of complexity and we need to make sure the core direct shooting is solid to start with.
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Move distances
Although we will no doubt wish to include some variation of movement rates, to start with all humanoid troopers and WarDrones move at the same pace namely a standard move of 6. Because a manoeuvre action is a double move this means troops can often move up to 12 at a time.
Measuring a move
Im not going to worry too much about defining how to measure moves just measure from a point along the base edge and make sure no part of the base moves further than the maximum distance permitted.
Turning
Troopers of the kind we are talking about can pivot freely about their midpoint as required as any time they can pivot as they move and they can pivot to shoot either during an action or reaction. Pivoting in this way does not count a movement and models that pivot and do not otherwise move are counted as not moving (e.g. for purposes of aiming and shooting team-based and static weapons).
Area Terrain
The playing surface can potentially represent different kinds of environments such as crowded urban areas, dense jungles, glutinous swamps, volatile ash-wastes, and much more besides. These kinds of terrain are defined by a delineated areas for example an area of strewn boulders, an area of scrubland, an area of woodland or jungle, and so on. Players can agree to delineate these kinds of area terrain in anyway they wish. Different kinds of terrain have different move penalties associated with them, but to start with just treat movement within area terrain as half pace. All movement either wholly or partially made through terrain is doubled i.e. 1 counts as 2 and so on. This applies to models that are either wholly or partially within the terrain and for so long as they remain so.
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Agility check
The kinds of troops we are talking about can make a check to try and avoid the movement penalty for terrain - the test is made as soon as the unit enters the terrain, and then subsequently if the unit begins its move in the terrain. Make the check for the whole unit against its Agility rating. If successful the penalty is waived for that move if fail the penalty is applied as described. This means troops can often avoid penalties for terrain, but cannot be certain of doing so.
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REACTION MOVES
The following are moves that can be made as a reaction: dash for cover, go to ground, and withdraw. See Reactions.
Go to Ground
Infantry units can go to ground either during a standard manoeuvre action or as a reaction to being shot at a described in the rules for Reactions. Troops that go to ground drop to the floor and find what shelter they can: folds in the ground, street furniture, discarded or broken equipment, shell holes, and such other features as we care to imagine. This reduces the chances of taking hits from enemy fire, but it also makes it harder to move again as troopers have to get up first! A unit making a manoeuvre action can go to ground by surrendering half of its total move distance. So, a unit with a Move rate of 6" can normally make a double speed move of 12" and can move up to 6" and go to ground. Once a unit has gone to ground a marker is placed next to it to show this. This marker remains with the unit so long as it remains gone to ground. A unit that has gone to ground cannot move except by making a manoeuvre action and surrendering half of its total move distance. The unit ceases to have gone to ground status as soon as it moves. The unit cannot otherwise move whilst it remains gone to ground, and cannot make any reactions that allow it to move other than assault (see below). Once a unit has gone to ground various modifiers apply when shooting at it as described in the Shooting section. In summary:
Target Gone To Ground Target Gone to Cover Hits from Blast Weapons
An infantry unit can go to ground whilst behind cover if you wish basically ducking back out of sight or keeping a low profile. A unit in this position would benefit from the shooting modifiers that apply to targets behind cover as well as those applying because it has gone to ground. If a unit is assaulted whilst gone to ground it loses its gone to ground status and takes part in the assault as normal.
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Withdraw
A withdraw move is a unit reaction made when a unit approaches to with two of your own units standard moves (i.e. 12 as standard). Note that a unit cannot make a withdraw reaction if the enemys action triggers a firefight or an assault as these are combat reactions and override all unit reactions. This means that withdraw reactions are only likely in situations where one or other side does not shoot. A withdraw move is up to two standard moves (12) and cannot bring the unit closer to the enemy unit it is reacting to at any point i.e. it has to be away from the triggering unit. The withdrawing unit must end its move at least one standard move further from the trigger unit where possible. Where this is not possible the withdrawing unit must move to as far from the enemy unit as it can.
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