There is no provision for play balance; a Heavy (machine gunner) is more effective than Cavalry in most circumstances.
Troop Quality
|
||
I
|
Inferior
|
Trainees and
inexperienced recruits.
|
O
|
Ordinary
|
The majority of
trained combatants.
|
S
|
Superior
|
Veterans who are
considerably above average.
|
E
|
Exceptional
|
Champions / heroes.
|
-Off
|
Officer
|
Have received
special training including leadership and tactical skills.
|
Crew/ Civilian
|
Any non-combatants.
|
Irregular
|
Militia, police,
most guerrillas, and other fighters, etc.
|
Engineer
|
Combat engineer of
any type, radio, (AFV) crew, etc.
|
GI
|
General infantry,
full time (infantry) soldiers.
|
Sniper
|
Lurks and shoots at
relatively long range (any suitable weapon range is 2 x), usually single
shots, often taking considerable time to aim.
|
Heavy
|
Can use man portable
heavy infantry weapons; HMG, flamethrower, light mortar, etc. Often
represents a single weapon with a crew of 2.
|
Artillery
|
Heavier artillery
piece. Much as Heavy, but possibly with different combat factors and
movement.
Artillery may also
be treated as a terrain feature if this is more convenient.
|
Cavalry
|
Mounted troops.
|
Vehicle
|
Any vehicle,
including animal drawn / large animals. Wagon, car, small boat with combat
factor 1, truck, etc. combat factor 2.
A vehicle may also be treated as a terrain
feature if this is more convenient.
|
AFV +4
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 10mm thick.
|
AFV +5
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 20mm thick.
|
AFV +6
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 30mm thick.
|
AFV +7
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 40mm thick.
|
AFV +8
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 50mm thick.
|
AFV +9
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 60mm thick.
|
AFV +10
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 80mm thick.
|
AFV +12
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 100mm thick.
|
AFV +14
|
Armoured fighting
vehicle; any armoured car, tank, etc with frontal armour up to 140mm thick or
more
|
----------------------------------------------
Key
Most figures will only require a few of these values.
Most figures will only require a few of these values.
Type(s)
|
Irregular, GI, etc.
|
Combat style / classification(s).
|
Quality
|
(I), (O), (S), (E) and/or (-Off).
|
General skill and morale. Default
values are for (O); Ordinary. See: Quality.
Based upon the type of figure, degree
of skill, type of weapon, and any other fudge factors.
|
Combat Factor Shooting
|
Expressed as a 1D6 modifier.
|
Range is indicated.
Area
and Rate of Fire may be indicated.
|
Combat Factor v Shot At
|
Expressed as a 1D6 modifier.
|
Based upon the type of figure, degree
of skill, any armour, and any other fudge factors.
|
Combat Factor v ABC
|
Expressed as a 1D6 modifier.
|
Resistance to gas, etc., based upon
the type of figure, degree of skill, any protection, and any other fudge
factors.
|
Psi / Magic / POW
|
Expressed as a 1D6 modifier.
|
+1 for most figures, typically +3 for
practitioners.
Various modifiers can be applied, and
define separate Offensive and Defensive values.
|
Movement
|
In Good / Rough / Difficult Going.
|
Based upon the type of figure,
encumbrance due to armour, etc., and any other fudge factors.
3 numbers for the main terrain types
are useful.
|
Weapon (etc.)
|
Note
only, no values required.
|
|
Armour (etc.)
|
None / Flak Jacket / Full Armour.
|
Note
only, no values required.
|
Combat Result if Total = enemy
|
=
|
Total
is equal to enemy total. Generally not required.
Usually
nothing decisive happens.
|
Combat Result if ½(enemy) < Total < enemy
|
1-
|
Total is less than the enemy total,
but more than half the enemy total.
Usually Suppressed if Shot at / Recoil
in Hand-to-Hand.
|
Combat Result if Total = ½(enemy)
|
½
|
Total is equal to half the enemy
total. Often Suppressed if Shot at / Flee in Hand-to-Hand.
|
Combat Result if Total < ½(enemy)
|
½-
|
Total is less than half the enemy
total.
Usually Downed.
|
Stealth
|
Expressed as a 1D6 modifier.
|
Hiding and sneaking; skill modified by
camouflage, etc.
|
Perception
|
Expressed as a 1D6 modifier.
|
Observation: skill modified by various
factors, etc.
|
STR / Breakthrough
|
Expressed
as a 1D6 modifier.
|
Ability
to lift / carry / move, open / break (shut) various things.
|
Caving
|
Expressed as a
1D6 modifier.
|
Ability
to squeeze through small cavities: size modified by skill, and any other
fudge factors.
|
Climb
|
Expressed as a
1D6 modifier.
|
Skill
modified by encumbrance and any other fudge factors.
|
FER
|
Expressed as a
1D6 modifier.
|
Bravery
/ morale / ferocity. Typically (I) 0 for civilians, (O) +1 for combatants.
|
Jump
|
Expressed as a
1D6 modifier.
|
Skill
modified by encumbrance and any other fudge factors.
|
Swim
|
Expressed as a
1D6 modifier.
|
Skill
modified by encumbrance and any other fudge factors.
|
Basic Values for Types of Figure / Combat Styles, including Combat Results
Default values are for (O) Ordinary. Quality and most equipment is in addition.
Default values are for (O) Ordinary. Quality and most equipment is in addition.
Type of Figure
|
Combat Factor
|
Shot At /
|
Movement
|
Combat Results
|
||||
Shooting
|
H/H / ABC
|
Good
|
Rough
|
Difficult
|
½(enemy) <
Total < enemy
|
Total = ½(enemy)
|
Total < ½(enemy)
|
|
Crew /
Civilian
|
0
|
0
|
12 [6]
|
10 [5]
|
8 [4]
|
Downed
by ABC, or by Cavalry (or anything with 2 x movement in the terrain) in Hand-to-Hand
in Good.
If
not, Suppressed/ Recoil.
|
Flee.
|
Flee
from Hand-to-Hand in Difficult, except against Crew, Irregular or GI.
If
not, Downed.
|
Irregular
|
1
|
1
|
12 [6]
|
10 [5]
|
8 [4]
|
Downed
by ABC.
If
not, Suppressed/ Recoil.
|
Suppressed if Shot At.
Flee from
Hand-to-Hand.
Fanatics may be
Downed.
|
Flee from Hand-to-Hand in
Difficult, except against Irregular or GI.
If
not, Downed.
|
Engineer
|
1
|
1
|
10 [5]
|
8 [4]
|
6 [3]
|
Downed by ABC.
If not, Suppressed/ Recoil.
|
Suppressed if Shot At.
Flee from
Hand-to-Hand.
|
Downed.
|
GI
|
2
|
2
|
12 [6]
|
10 [5]
|
8 [4]
|
Downed by ABC.
If not, Suppressed/ Recoil.
|
Flee from
Hand-to-Hand in Difficult, except against Irregular or GI.
|
|
Sniper
|
3
|
1
|
12 [6]
|
10 [5]
|
8 [4]
|
Downed by ABC.
If not, Suppressed/ Recoil.
|
Suppressed if
Shot At.
Flee from Hand-to-Hand.
|
Flee from
Hand-to-Hand in Difficult, except against Irregular or GI.
If not,
Downed.
|
Heavy
|
2
|
1
|
10 [5]
|
8 [4]
|
6 [3]
|
Downed by
ABC.
If not,
Suppressed / Recoil.
|
Flee /
abandon piece.
|
Downed.
|
Artillery
|
2 (or 3)
|
1 (or 2 - 3)
|
Variable
|
Downed by ABC.
If not, Suppressed/
Recoil.
|
Flee /
abandon piece.
|
Downed.
|
||
Cavalry
|
1
|
1
|
24 [12]
|
18 [9]
|
12 [6]
|
Downed in close combat in Difficult Going.
Flee ABC.
If not, Recoil.
|
Flee
|
Downed.
|
Vehicle
|
1
|
1 (or 2)
|
Variable
|
Suppressed /
Recoil.
|
Downed.
|
|||
AFV
|
2
|
3
|
Variable
|
Ignore.
|
Immobilised.
|
Downed.
|
An AFV is unaffected by small calibre weapons.
|
||
No comments:
Post a Comment