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.
| 
 | 
  ||
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