Combat Resolution Page

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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.