Combat Resolution Page: Difference between revisions
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:Plans | :Plans | ||
::The plan a battlegroup's player gives for the group. If it is a good plan it may) give a bonus to the battle group's operation rolls. | ::The plan a battlegroup's player gives for the group. If it is a good plan it may) give a bonus to the battle group's operation rolls. | ||
:Terrain Bonus | |||
::adds to a Units attack and Defence. | |||
:Stealth | :Stealth | ||
::A special stat representing how stealthy a unit is. Requires special equipment or training | ::A special stat representing how stealthy a unit is. Requires special equipment or training |
Revision as of 12:32, 27 September 2010
Concepts
- Zones
- Zones are notional areas of the battlefield where an action can take place and the terrain is all the same type. Usually they are no more than a few kilometres across (the range of most heavy direct fire weapons)
- Battlegroups
- A group of Units on the battlefield that are subject to the same dice rolls.
- Firepower
- A units attack stat. Different equipment may make it different against different types of units
- Defence
- A Units defensive stat, representing both armour and forceshields etc.
- Suppression
- The effect of fire on a unit, penalty to firepower and mobility
- Mobility
- The ability of a unit to move around the battlefield
- Plans
- The plan a battlegroup's player gives for the group. If it is a good plan it may) give a bonus to the battle group's operation rolls.
- Terrain Bonus
- adds to a Units attack and Defence.
- Stealth
- A special stat representing how stealthy a unit is. Requires special equipment or training
- ECM
- Gives a blanket bonus to all units across multiple zones.
- Off Map
- Weapons fired from outside the zone, usually artillery or airstrikes
- Combined Arms
- The bonus given for having more than one type of unit in a battle group. Generally + 1. Also applies to attacks mounted with the support of Off Maps
- Retreat
- Moving between zones for the purpose of losing suppression penalties. A successful retreat negates some/all suppression penalties but may also subject a unit to Pursuit and destruction
- Infantry
- Foot Troops, power armour and giant robots. Highly mobile but subject to a mobility penalty in moving between zones
- Cavalry
- Mounted troops. Highly mobile but subject to greater suppression effects
- Armour
- Tanks and Vehicles. Subject to grave penalties in some terrain
- Aviation
- Helicopters, Wyverns etc.. Very fast and mobile, but fragile defence.
- Aircraft
- Jets, Fusion Air Ram fliers, etc. Capable of crossing the battlefield almost instantly, but unable to loiter in a zone. Another type of Off Map.
- Naval Units
- Ships and Land Dreadnaughts. Ridiculously well armoured but rarely get terrain bonuses of any kind
- Wunderwaffens
- Stuff that doesn't fit into the above, subject to their own individual rules
- Causalities
- Actual dead and wounded, determined by how suppressed a unit became over the course of the battle.
Basic Combat
Two groups of units come together in a zone and attack one another both roll 2 dice ten, the first is added to firepower, the second to defence. Every point that a unit beats the enemy defence by is a point of suppression and -1 to firepower and mobility.
If a unit reaches -1 in firepower or mobility then it is suppressed completely and will be destroyed unless it can retreat.
Mobility
Mobility has three uses: First it controls movement between zones (Roll mobility against the Zone's number to successfully move)
Second it determines who's plan goes through in a battle of manoeuvre.
Third it allows units to exploit the terrain better, adding mobility to the terrain's bonus.
Suggestion Note
Please don't suggest completely upending the system I've got, if you've got a criticism or whatever, tell me but try to present a solution too.