Difference between revisions of "Combat Resolution Page"

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===Armour Defence===
 
===Armour Defence===
The basic form of defence armour uses the unit's passive protection to resist attacks. It maybe performed regardless of terrain, but can be hampered in thick terrain where an enemy can use mobility to attack weaker armour facings.
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The basic form of defence armour uses the unit's passive protection to resist attacks. It maybe performed regardless of terrain, but can be hampered in thick terrain where an enemy can use mobility to attack weaker armour facings.   
 
 
===Mobility Defence===
 
Using mobility to move out of the impact zone of an attack. This maybe impossible in terrain which is very open against direct fire, or if the enemy can adjust fire onto a maneuvering unit.
 
 
 
===Electronic Defence===
 
Using ECM, Chaff, decoys or smoke screens to defeat the enemies ability to detect you, hamper their coordination and divert their munitions. This may not work against units with low tech sensors (such as the mark one eyeball and shouting to communicate) however more advanced ECM systems can also deceive human senses.   
 
  
 
===Stealth Defence===
 
===Stealth Defence===

Revision as of 09:37, 8 July 2010

combat resolution

Combat takes place between battle groups a battle group is all the units that roll together in combat, and use the same command. roll two dice 10 for each battle group. The first roll is attack the second is defence

attack is added to firepower, or offensive ECM. defence is added to stealth, or armour.

Each 1 that attack beats defence causes a loss of combat effectiveness among the enemy battle group, along with potential causalities applied at the end of the battle

Each 1 point of mobility gives a +1 bonus to attack and defence up to the terrains terrain value.

Maybe:
Rolling under the best of (armour, mobility, stealth, ECM- attacking stat) allows a unit to save and take (LESS/NO) combat effectiveness.

Combat effectiveness

A notional measure of how combat effective a unit remains, each -1 combat effectiveness is -1 to all a units stats for the purposes of combat resolution and special actions (route/retreat possibly exceptions?)

Stat List

Armour: Passive defences (should force fields be a separate stat?) affected by material
Command: At a battle group level, how well led a unit is Affected by sociology
Firepower: Guns, bombs or rockets. Affected by forces/material
Mobility: how good at moving around the battlefield you are. Affected by forces/material/cosmology
Morale: how well motivated a unit is. Affected by sociology
Sensors: How good at looking a unit is. Affected by forces/sociology.
Stealth: How good at hiding a unit is. Affected by forces/sociology.

Special Stats

Force Field: gives flat saving throw. Affected by forces/cosmology

Point Defence: does something, maybe also a flat saving through. Affected by forces/sociology

ECM:

Defencive ECM

ECM, jamming and decoys. Affected by sociology/forces

Each point of ECM gives +1 to defence rolls if the unit suceeds in an ECM check

Offensive ECM

ECM (Offensive): ECM that burns out or otherwise attacks the enemy, requires high tech. Affected by sociology/forces

ECM that can also work as an attack stat, may only be defended against by ECM, Sensors or force field.

Sensors

Special sensors rather than just standard ones
Each 1 sensors takes one away from enemy stealth, or reduces the maximum bonus a terrain can give by -1

Different attack types

Fire Power Attack

The basic type of attack, using arrows, guns, swords or whatever to attack a target. May always be attempted whatever the terrain, negatively effected by terrain with a lot of cover like Jungle/city.

Electronic Attack

high tech combat electronics can destroy the effectiveness of other units by knocking out their sensors and communications systems. This only really works against units who have sensors or communication systems (IE, it's not going to hurt non-magical TL2 or TL3 units bellow TL3.5... though if you have attack ECM you shouldn't be too worried about those anyway). Very high end Electronic attack maybe able to damage even low tech units (by attacking human senses directly)

Different defence types

Armour Defence

The basic form of defence armour uses the unit's passive protection to resist attacks. It maybe performed regardless of terrain, but can be hampered in thick terrain where an enemy can use mobility to attack weaker armour facings.

Stealth Defence

Hiding, if the enemy can't see you they'll have great trouble killing you unless they can completely saturate the zone with death. Maybe impossible in very open terrain unless high tech stealth systems are used.

stuff that gives bonuses

Morale
Technology
Numbers
Attack From flank/behind
Support by air/Off map fire
Combined Arms
Superior Training
Terrain
Nowhere to Run

Zones

Zones are notional areas of the battlefield in which combat takes place. In very small scale combat a zone might be a room in a house, in very large it could be an area of hundreds of kilometres.

Some units such as artillery can attack across multiple zones (unless they're very large) to move between zones a battle group must check mobility of its slowest unit (do we need a separate speed stat for highly mobile but slow units like infantry?)

Moving backwards or sideways in the line is more complicated than moving forward.

Terrain

Some terrain works better for different units. Attacking with mobility is only possible for certain units in certain terrains (for instance it's very difficult to make a mobility attack with tanks on infantry in a flat desert)

List of Terrains go here.

Special Actions

Special actions are things a battle group does other than attack or move between zones. It requires the unit to roll under a particular stat

Consolidate
Check: Command
Regains cost effectiveness

Fight to the Last
Check: Morale
Trades causalities for combat effectiveness (more causalities = more combat effectiveness)

Route
Check: Mobility
Trades combat effectiveness for causalities (the more combat effectiveness lost the less causalities) moves between zones. Maybe bought on by a failed morale check

Retreat
Check mobility
Gives combat effectiveness back, reduces causalities, move back one zone.

Bypass
check mobility
Move past an enemy unit without being properly engaged.

Unit Types

Ground

Infantry

Vehicles

Artillery

Humanoid Vehicles