Types of Figure

Some types of figure are more or less effective against other types, and in different conditions.
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.


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.

 
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