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Brutality

Introduction In this order, players take plied, and a d100 rolled. If the
Brutality is an alternative set turns activating units (the d100 rolls equal to or less
of home-brewed rules for unit's turn) until all units have than this percentage, all is
small squad engagements in been activated, at which point well and good.
a futuristic/near-future set- the round is over and the If the roll is greater than this
ting. Brutality uses a square whole process must be be- percentage, the squad's mo-
grid for ease of measurement gun again. At its most basic, rale has failed and all the
and gameplay, although you the sequence goes like this: units remaining on the field
can convert it to inches or 1. Roll for Initiative are removed and placed in
meters if you wish. This 2. Beginning of Round the Off-Board Freaked-Out
game also includes rules for effects take place Pile, or the OBFOP. If this
creating your own troops, now. occurs in the middle of a
although I have included 3. First Player activates round, the other players
some sample army lists so 1 unit should continue with their
you can get started playing 4. Second Player acti- activations, giving them addi-
right away if you so choose. vates 1 unit tional time to secure objec-
5. End of Round effects tives, etc.
PLAYING THE GAME take place now. At the beginning of a round
when a squad has any units
Morale in the OBFOP, roll a d100.
The Dice This roll is the percentage of
This game uses multitudes of There may come a time dur-
ing a game when the resolve units in the OBFOP that re-
d6es, a d100, and a d20. gain their nerve and may be
These are the only dice you and fiber of your squad may
fall under question due to the placed back in their control-
will need. You might want ler's deployment zone and
miniatures, although you can amount of casualties taken,
volume of incoming fire, etc. activated in this round.
play this with graph paper This percentage is rounded
and pencils if you desire. In these situations, the only
way to resolve such a situa- down, always. I.e., if there
For most d6 rolls, on a roll of are 4 units in the OBFOP and
6, the die explodes. Take tion and determine if your
troops decide to stay or to go I roll 55 on the reinforce-
another d6 and roll it again, ments, 2 of those units come
adding on to your previous is through a morale check.
A morale check is necessary back on the field, since 50%
total. Keep doing so until you of 4 is 2, and I cannot bring
stop getting such lucky rolls. immediately after one of the
following conditions is ful- back 5% of one of the other
filled: units. The controller of the
Sequence of Play 1. The squad's sergeant units decides which ones re-
This game uses an alternat- is killed. turn to the field, since the
ing unit activation system 2. The squad sustains most elite or otherwise desir-
(i.e., side A performs actions 50% or greater casu- able units are the ones most
with one unit, then side B, alties. likely to regain their wits
then side A, and so on) in- A morale check is necessary through better training, etc.
stead of the more traditional at the end of the round in If a squad has all its remain-
turn sequences used in some which one of these conditions ing units in the OBFOP but
other games (Igo-ugo, phase is fulfilled: none of them return to the
systems, etc). 1. The squad takes a field for 3 consecutive
At the beginning of each casualty. rounds, the controller forfeits
game round, players should Once a morale check is the game.
roll 1d20 each for initiative; called for, the total percent-
the player with the highest age of units remaining alive Movement
roll determines the turn order and functioning in the squad Every unit in this game has a
for the round in any order he (# of units remaining / # of Speed rating, which denotes
deems appropriate. units started with), the how many actions a unit can
squad's Morale Factor ap- take on its turn. A unit may
spend Speed in order to do moves a number of squares DOD, or Dodge, is a measure
several things, like fire weap- equal to the points in its Mo- of how easily the unit avoids
ons, reload, and move. mentum Bank straight ahead getting hit.
One point of Speed can in its current facing, and then KIL, or Kill, is a measure of
 Move a unit 1 square may spend Speed to move how much damage the unit
dead ahead. as normal. No mounted unit can output.
 Rotate a unit's facing may move sideways. BUL, or Bulk, is a measure of
up to 180 degrees. In order to decelerate, Speed how much punishment a unit
Fractions thereof still must first be subtracted from can take before it dies.
cost 1 MP. the Momentum Bank. When CHT, or Cheat, is a measure
Two points of Speed can the Momentum Bank is again of how easily the unit can
 Move a unit 1 square at zero, any further Speed bend circumstances to its will
directly to the left or spent in this manner will and advantage.
to the right. make the unit go backwards. WP, or Weapon Points,
 Move a unit 1 square A vehicle moves in exactly measures how many weap-
diagonally left or the same manner as a ons the unit can carry.
right. mounted unit, with the excep- GP, or Grenade Points,
 Move a unit 1 square tion that instead of using measures how many gre-
directly backwards. Speed to move, it has an Ac- nades the unit can carry.
Three points of Speed can celeration/Deceleration rat- Similarly, weapons have a
 Move a unit 1 square ing. When a vehicle wants to few stats that are important.
backwards diagonally speed up, it moves its Accel RNG, or Range, is the
left or right. in squares, then adds that to weapon's maximum range, in
Units may move over or its Momentum Bank. When it squares.
through difficult terrain, but wants to slow down, it sub- HRT, or Hurt, is the weapon's
the Speed costs for doing so tracts its Decel from its Mo- damage output in d6.
are doubled. mentum bank. It costs no Finally, the main way for units
Likewise, impassable terrain Speed for a vehicle to do this, to protect themselves from
cannot be moved through. but it may accelerate or de- damage is via armor. Armor
A unit may not move past or celerate a maximum of once has two important stats.
through any other unit, friend- during its activation. TNK, or Tank, measures how
ly or enemy. Difficult terrain is handled as much damage the armor dis-
it is for regular units for sipates.
Mounted Troop & Vehi- mounted troops and vehicles. AP, or Armor Points,
Hovering vehicles may ignore measures the armor's dura-
cle Movement difficult terrain but are still bility.
Like regular units, mounted
stopped by impassable ter- When a unit decides to make
troops have a SPD value, but
rain, while flying vehicles may an attack, the first step is to
are usually faster than regu-
move over both with impuni- measure distance to the tar-
lar foot-slogging units, having
ty. get. If the target is beyond
a reduced cost on movement
the weapon's Range, the at-
and other actions. tack cannot be carried out,
However, unlike regular units, Combat
In order to make an attack on but the Speed for the attack
mounted troops also con-
a unit, the attacking unit must is spent anyways.
serve momentum from turn to Most attacks cost 2 Speed to
turn. A mounted unit's max have line of sight to it. Line of
sight is measured from make, and it costs 2 Speed to
momentum is defined when it
square to square. All units reload a weapon.
is created.
block LOS, as do most terrain Once a target is declared, the
When a mounted unit spends
features. attack is carried out by the
Speed to move, the amount
All units in this game have attacker rolling 2d6+PRO and
of Speed it spent is noted
several specific stats which comparing this to the defend-
and placed in its Momentum
affect how combat operates. er's roll of 2d6+DOD.
Bank, up to the maximum
PRO, or Professionalism, is a Depending on the attacker's
conserved momentum.
measure of how easy it is for roll, one of several things
At the start of a mounted may occur.
unit's activation, the unit the unit to hit its targets.
If the attacker rolls boxcars or
double sixes, the attack was any excess damage is dealt Melee and Bullets are the
a critical hit. It automatically to BUL. default ammunition types,
hits and deals double dam- Divide the amount of damage and have no additional effect.
age. dealt by six, round down, and Coils halve a target's TNK.
If one of the dice comes up move the target back that Rails ignore a target's TNK.
on a one, the weapon runs many squares directly away Cells double their damage to
out of ammo after the attack. from the point of damage. a target's AP.
The attack is carried out as If a unit ever has zero or less Shells double a target's TNK.
normal, but afterwards the than zero BUL remaining, it is Rockets deal all their damage
weapon must be reloaded dead. to the target's AP before
before it can be used again. Attacks in melee are handled moving on to its BUL once
If both dice come up on slightly differently from the AP is reduced to zero.
snake eyes or double ones, above process. In a melee Some weapons, in addition to
the attack was a fumble. It attack, no matter who is the a special ammo type, will
automatically misses, the attacker or defender, both have various special rules
weapon runs out of ammo, units involved roll 2d6+PRO which allow them to do unu-
and the attacker loses the and compare their totals. The sual things on the battlefield.
rest of his Speed for his turn. one who rolled the highest Heavy
If the defender's dice come has hit his target and deals Heavy weapons take more
up on boxcars, it was a criti- damage. On a critical hit, time to set up than usual, or
cal defense. The attack au- both units are hit by a critical are otherwise inconvenient to
tomatically misses (if the at- hit from the other unit. On a use. Heavy weapons must be
tack was a critical hit, it still fumble, the attacker suffers braced before they can be
hits, but it deals minimum the effects of a fumble while fired. Bracing a heavy weap-
damage, as though all dice the defender takes no penal- on costs 4 SPD and lasts
had rolled ones), and the de- ty. until the unit moves.
fender is immediately allowed When in melee range of a Automatic
to make a retaliatory attack prospective target, no weap- Automatic weapons fire lots
with any weapon it's carrying ons besides pistols and me- of bullets with each attack.
at no Speed cost. lee weapons may be used. When making an attack with
If the defender's dice come An attempt to move out of an automatic weapon, note
up as snake eyes, the de- melee provokes a free attack how much the attack roll beat
fense was a fumble. The at- from any unit the defender is the dodge roll by. This num-
tack automatically hits and moving out of contact with. ber is the amount of actual
deals maximum damage, as This attack costs no Speed. attacks that hit the target.
though all dice had rolled six- When an attack misses, ei- Roll damage for each.
es, unless the attack was a ther player may option to Scatter
fumble, in which case it track it and see where it Scatter weapons fire projec-
misses. landed. If this occurs, sub- tiles that split into many small
If an attack does not result in tract the result on the attack shots, guaranteeing a hit. On
one of these events, the at- roll from the result on the any attack roll but a fumble, a
tacker's total is compared to dodge roll. The defender Scatter weapon will score a
the defender's total. If the places the attack onto any hit. If it would not have hit
attacker rolls higher than the target within that many normally, it hits but its dam-
defender, a hit has been squares, with the floor being age is calculated as though
scored. an allowable target if there all dice had rolled ones.
Once a defender has taken a are no friendly or enemy units Incendiary
hit, roll the weapon's HRT within that range. If there are Incendiary weapons deal no
rating. From this total, sub- units in the range, however, direct damage but instead
tract the defender's TNK. the attack must hit one of contribute to the target's burn
Deal the amount remaining to them. The attack hits auto- level. Each die of damage is
the defender's BUL and sub- matically. added to a target's burn level
tract the amount absorbed by Some weapons will have un- when the target is hit. At the
TNK to the defender's AP. If usual ammunition types that end of each round, roll the
a unit has zero AP remaining, have different effects on ar- current number of dice in the
mor when hit. unit's burn level and deal that
amount of damage to the terrain. Any unit on this line weapon itself, it cannot deal
unit. Then, roll 1d6 and re- takes an attack from the damage to the other unit.
move that many dice from its weapon. Reach also improves a unit's
burn level. If the burn level is Reel threat range and zone of con-
reduced to just damage bo- This weapon fires a harpoon- trol by 1.
nuses, it is removed. like dart and can reel in a Charge Attack
AOE struck target. A target hit by a This weapon deals more
AOE weapons deal damage Reel weapon is dragged damage on a charge. Add the
in an area around the hit some number of d6 towards attacking unit's SPD spent to
point. AOE weapons that the attacker at the end of move this turn onto damage.
miss must always track their each round. This effect is Charge
shots. All units within the negated if the attacker dies. It This weapon can be charged
AOE rating of the hit point costs 4 SPD to attempt to up to deal more damage. For
automatically take damage, pluck out the harpoon (cancel every X points of SPD spent
with no to-hit roll necessary the effect) and requires a charging, the weapon deals Y
except to determine where PRO roll versus the attacker. more points of HRT.
the shot lands. Only the tar- in order to succeed. Suppression
geted unit can be critically hit. Pin A weapon with Suppression
Pistol Pinning weapons fire large must also be Automatic. A
Pistol weapons are very bolts or projectiles that physi- unit may activate Suppres-
small and compact and can cally stick their targets to sion by ending its turn and
be held in one hand and used things behind them. If a pin- paying 4 SPD. Each time a
in melee easily. Pistols can ning weapon's target is adja- unit moves in its forward arc,
be used while in melee range cent to a solid terrain feature the suppressing unit makes 1
and can be used in place of a or another unit, damage from attack on that unit. This lasts
close combat weapon in me- a pin weapon will stick the until the suppressing unit's
lee. two together. If the thing is a next turn, or until it runs out
Indirect Fire terrain feature, the unit can- of ammo.
Indirect Fire weapons fire not move until it pulls free by Sniper
long arcing shots that can hit dealing another Xd6 damage A Sniper weapon lets its user
targets that are behind ob- to itself and making a PRO reroll either 1 attack roll or 1
stacles. Indirect Fire weap- roll versus the attacker. If the damage roll having to do with
ons can attack units without PRO roll fails, the damage the weapon once per round.
having LOS to the unit, but must be dealt again. If the One-Shot
take a -4 PRO penalty to do thing is another unit, both A weapon that is one-shot
so. In addition, a friendly unit units take a penalty to their runs out of ammo after each
must have LOS to the target- SPD equal to the other unit's attack.
ed unit in order for the attack maximum BUL / 6. If this re- Double Knockback
to proceed. duces a unit to below one Hits from this weapon double
Long Attack Time SPD, it cannot be activated. If knockback damage inflicted.
Long Attack Time weapons one unit moves, the other is Knockback Only
take a while to use. Long At- dragged along behind it and Damage from this weapon is
tack Time weapons cost 4 vice versa. To unstick, both calculated normally but deals
SPD to fire instead of just 2. units must take damage, but only knockback damage.
Long Reload Time the PRO roll is not neces- Tag
Long Reload Time weapons sary. The weapon fires a projectile
take a while to reload. Long Reach that marks its targets for al-
Reload Time weapons cost 4 Melee weapons with reach lies. Allies firing on the unit
SPD to reload instead of just have a longer range than gain a +X bonus to PRO for
2. regular melee weapons. that attack, and allies firing
Penetration Normal melee range is 1 Indirect Fire weapons may
Penetrating weapons draw a square, but a weapon with attack it with no penalty.
line across the table to their Reach may engage enemy Stun
target when they are fired, units in melee at a range of 2 Stun weapons disable an
until it goes off the table or squares. If the enemy is not enemy instead of killing them.
crosses through a piece of wielding a Reach melee When dealing damage from a
Stun weapon, keep track of more square. These squares must instead be thrown with
the total Stun damage dealt. may be placed anywhere the expenditure of a Kill
When Stun damage becomes within LOS of the firing mod- Point, gained by killing an
equal to or greater than the el, so long as each square is enemy unit. A unit may throw
unit's current BUL, the unit in contact with at least one however many grenades it
becomes unconscious and other orthogonally adjacent likes, so long as it has suffi-
may not be activated until it square of the same Spray cient SPD and KP to throw
has zero Stun damage re- pattern and one square is them.
maining. Stun damage dissi- adjacent to the firing unit. Heal
pates at a rate of 1d6 per Each unit in this pattern is Heal weapons heal their tar-
turn. If a unit sustains Stun automatically hit and takes gets instead of damaging
damage greater than twice its damage. them. An attack roll must still
remaining BUL, the unit is Thrown be made, and critical hits and
killed. Thrown weapons are pro- fumbles followed.
Arc pelled by the user and are Mortar
Arc weapons jump from one not fired from a gun or other Mortar weapons fire in such a
target to the other, damaging type of launcher. A Thrown long arc that they take addi-
multiple targets. After a suc- weapon's range is equal to tional time to impact on the
cessful hit on a target, an Arc 2d6, rolled each time after battlefield. When firing a mor-
weapon hits and deals dam- declaring an attack. Missed tar weapon, select a square
age to another target within X thrown weapons must always on the field and mark it. At
squares of the first. If there be tracked. Optionally, the end of the round after the
are no targets, the first target Thrown weapons that miss weapon is fired, the shot im-
is struck again. This goes on may be retrievable (assuming pacts on or near that location.
for Y times. they are something like a Roll a d12. On a 12, the shot
Debuff knife or a spear), in which hits dead on target. On any
Debuff weapons affect a case mark their location on other target, the shot devi-
unit's basic characteristics, the field. ates in that direction (d12
reducing or enhancing them Grenade o'clock) for 1d6 squares.
for a period of time. Debuff Grenade weapons do not
weapons must be paired with detonate right away and tar- There are most likely many
a time limit. get squares on the field in- other effects you can think up
Time Limit stead of units. When making for your weapons, so if it's not
Time Limit must be paired an attack with a Grenade listed here, make up rules
with an AOE or Debuff effect. weapon, nominate one and a cost for it yourself. Dis-
Each application allows the square within range as the cuss it with your opponent
effect to continue until the target. The target number on first.
end of the next round. the attack roll to hit this
Freeze square is 1 per square to the Units are not as flexible to
Freeze weapons lock a unit target. Shots that miss are create but still offer a wide
in place, preventing it from placed as normal, with the variety of customization op-
moving. A unit hit by a freeze exception being that only tions.
weapon cannot spend any squares on the field within
SPD to move on its next acti- range may be targeted by the The first step to creating a
vation. It may still spend SPD shot. The grenade is marked unit is to choose its Body
for other purposes, such as on the square it ends up on Type. This defines some of
firing weapons. Vehicles are and at the end of the round its basic stats.
not frozen by Freeze weap- it's fired in, it detonates, au-
ons unless they actually take tomatically damaging any Light units are small and ex-
damage from the weapon. targets in its AOE. Grenade tra-speedy. They are, how-
Spray weapons that are also ever, exceedingly fragile.
Spray weapons fire in a pat- Thrown are restricted in the DOD: 2
tern affecting multiple amounts that a unit can carry, BUL: 24
squares on the battlefield. and cost GP instead of WP. SPD: 8
Each point of Spray a weap- In addition, Grenades cannot WP: 6
on has allows it to affect one be thrown right away. They GP: 2
Medium units are a step up Point action without expend- spend 1 Kill Point in order to
from lights, having the power ing one of its own Kill Points. restore that unit to life with
and toughness to stand up to half its BUL remaining.
larger confrontations. Stormers are a close-combat
DOD: 1 class, specializing in short- Technicians are the masters
BUL: 30 ranged and melee weapons. of defense, capable of setting
SPD: 7 They also have a built-in up fortifications and maintain-
WP: 7 scanning device that can ing vehicles.
GP: 3 sweep a short area for units Technicians gain 1 PRO, 1
with cloaking devices. DOD, and 6 AP, but lose 1
Finally, Heavy units are slow Stormers gain 1 KIL and 1 KIL. Any friendly unit adja-
and strong. They're more DOD, as well as 3 AP and 3 cent to a friendly Technician
suited to defending areas but BUL, but lose 1 PRO and 1 at the start of the Techni-
can turn the tide of a battle if GP. Stormers only take half cian's activation gains 1d6
necessary. knockback. Infiltrators from AP, up to its maximum.
DOD: 0 either team may not be de- Technicians may spend 6
BUL: 36 ployed within four squares of SPD to place a building in an
SPD: 6 a Stormer. adjacent square. This build-
WP: 8 ing becomes active at the
GP: 4 Tacticals are the explosives start of the next round and
specialists of a squad, able to functions according to its de-
After selecting one of these carry more grenades, throw scription. Only one of each
Body Types, the next step is them further, and take less type of building may be
to choose one of the follow- damage from explosive placed by a Technician. The
ing classes and apply it to the weapons. Technician may also spend 6
unit. Each class is set up for Tacticals gain 1 PRO, 1 KIL, SPD while adjacent to a
a specific role on the battle- and 1 GP, but lose 1 DOD. friendly building to upgrade
field and has corresponding Tacticals double their 2d6 its level by one, to a maxi-
strengths and weaknesses. result on Thrown Grenade mum level of three. The
ranges. Tacticals' armor al- Technician may also spend 3
Recons are a speedy class, ways gains Resistance to SPD anywhere on the field to
able to scout out the battle- Rockets. detonate one building he con-
field and relay the information trols.
back to their squadmates Supports are the designated
quickly. Their speed is ham- heavy-weapons troopers of a Marksmen are the kings of
pered by their fragility but can squad. They gain resistance long-ranged warfare, having
still make a difference by to knockback in order to a deadeye aim and the power
rushing straight to an objec- maintain their braced posture to back it up.
tive. but are very slow. Snipers gain 2 PRO and 1
Recons gain 2 SPD and 2 Supports gain 1 PRO, 1 KIL, DOD but lose 1 TNK. Once
DOD, but lose 1 TNK and 1 1 TNK, and 12 BUL, along per round, a Sniper can reroll
WP. Recons count as two with 1 WP but lose 1 DOD one to-hit or damage roll.
units when capturing objec- and 1 SPD. Supports take no
tives. knockback damage at all. Infiltrators are all about
stealth. Able to slip behind
Assaults are a jack-of-all- Medics keep the squad run- enemy lines and masquerade
trades class, having no real ning under the withering hail as a squadmate, the Infiltra-
specialization beyond general of fire on the battlefield. tor is always capable of
combat. Medics gain 1 DOD, 1 KIL, wreaking havoc on the battle-
Assaults gain 1 PRO, 1 DOD, and 1 SPD, but lose 3 BUL. field.
and 1 KIL, along with 6 AP. Any friendly unit adjacent to a Infiltrators gain 1 PRO, 1 KIL,
An Assault may spend a Kill friendly Medic at the start of and 1 DOD. Infiltrators are
Point in order to allow any the Medic's activation gains not deployed as usual at the
ally unit within 5 squares to 2d6 BUL up to its maximum. start of a game. Instead,
throw a grenade or use a Kill When adjacent to a dead keep them off the field. Each
friendly unit, the Medic may round, when called on to ac-
tivate the Infiltrator, the con- its next activation, the Tank is 1 CP: Regenerate 2 BUL or 2
trolling player may either controlled by the enemy AP on self or friendly adja-
pass the Infiltrator's turn or player. By the time its next cent unit.
activate it. If the turn is activation rolls around, its 2 CP: Grant self or adjacent
passed, nothing happens and self-correcting circuits will unit 1 extra SPD for the
the sequence of play moves have cut in and the proper round.
on to the next player's next controller will command it. 3 CP: Grant self or adjacent
unit. If the infiltrator is acti- When sabotaged by an Infil- unit 1 extra PRO, DOD, or
vated, however, select one trator, the Tank shuts down KIL for the round.
enemy unit on the field. Re- for one full round. 4 CP: Grant self or adjacent
place that unit with the Infil- Tanks cannot be healed by unit 1 extra CHT for the
trator, who is then able to Medics or Provisionators and round.
take all actions desired based instead regain 2d6 BUL every 5 CP: Cause a HRT 3d6
on its SPD. If the Infiltrator time they regain AP. Rockets AOE 1 explosion
ends its turn out of LOS of anywhere within LOS.
any unit, and not in the dis- Commandos are a fast at- 6 CP: Change locations with
ruptive radius of a Stormer or tack class, capable of striking a friendly unit.
Dropjammer, the Infiltrator is quickly and unexpectedly 7 CP: Cancel all 'out of
removed from the table and with their flight capabilities. ammo' results for the squad
will be ready to strike again Commandos gain 1 KIL, 1 for one round.
one full round after it is re- DOD, and 1 SPD. They lose 8 CP: Cancel all 'fumble' re-
moved. The unit that the Infil- 1 PRO. Commandos can fly sults for the squad for one
trator replaced is moved to its at half normal movement round.
controller's deployment zone costs, ignoring terrain. If a 9 CP: Cause all attacks made
with full BUL and AP. If an Commando starts flying dur- by the squad to become criti-
Infiltrator is adjacent to an ing its turn, it will remain fly- cal hits for one round.
enemy building or Tank, the ing until the start of its next 10 CP: Revive one dead unit
Infiltrator may spend 6 SPD activation. If a Commando to full BUL and AP and place
to sabotage it. The effects of takes damage while it is fly- it in the controller's deploy-
being sabotaged are listed in ing, it must make a PRO roll ment zone. It cannot be acti-
the description of each build- versus the amount of dam- vated this round.
ing and of the Tank. The age taken or fly out of control,
sabotage takes place imme- spending all their SPD to The buildings a Technician is
diately. move randomly on their next able to erect are listed below.
activation. They regain con-
Tanks are a specialized sort trol the round after that. The Autogun is a tripod-
of combat robot, able to heft mounted automatic gun turret
heavy weaponry without Sergeants are the leaders of with a rudimentary AI and
strain and able to support a squad, not exceptional in target discriminator. It fires at
their teammates without fear. their combat abilities, but enemies that enter its LOS at
Their inflexibility, however, is able to use their leadership the beginning and at the end
their vulnerable point. and rank to produce game- of the round. It is unique in
Tanks gain 1 PRO, 1 KIL, 1 changing effects on the bat- this regard in that it is one of
TNK, 1 WP and 6 AP. They tlefield. the only units able to be acti-
lose 1 DOD and 1 GP. Tanks Sergeants gain 1 PRO. A vated twice per round. It al-
ignore the 'Heavy' quality of squad with a Sergeant auto- ways fires at the closest en-
any weapon they use. In ad- matically gains a +10% bo- emy target within range. If
dition, Tanks never retreat nus to any morale checks it there are multiple targets that
and are unaffected by mo- makes while the Sergeant is qualify, the controller of the
rale. Tanks are also immune still alive and on the field. autogun decides which is
to the effects of any critical Sergeants start play with 10 fired upon. When built, the
hits they take, treating it in- Command Points (CP), which autogun starts out at level 1,
stead as a normal hit. How- are expended to use various with stats depending on its
ever, whenever a Tank rolls a special abilities. These CP level. The weapons it may
fumble on a to-hit roll, the cannot be regained in any use are purchased for 1/3rd
Tank begins to run amok. On manner. of their normal price. This
must be done for each level weak, they allow instant bases from sabotage while
of autogun (up to level 3). If transit between the nodes of the Technician is under at-
this is not done, the Techni- a teleporter network. A tack. A Dropjammer prevents
cian may not place an teleporter requires at least Infiltrators from being de-
autogun during the game. two to be built before it be- ployed within LV x 2 squares
A sabotaged Autogun begins gins to function. If a friendly of the Dropjammer. This in-
firing on its own teammates. unit ends its turn in the same cludes all Infiltrators, whether
PRO: LV square as a teleporter, at the friendly or enemy. A sabo-
DOD: 0 end of the round, move the taged Dropjammer refuses to
KIL: LV unit to any teleporter on the function. A Dropjammer has
CHT: 0 same team as the original the same stats as a
TNK: LV + 1 one. This is not done sequen- Provisionator.
AP: LV x 6 tially, it is done simultaneous-
BUL: LV x 12 ly, so there is no danger of Mounted Guns are an easy
SPD: LV + 3 telefrags. A teleporter cannot way to place heavy firepower
WP: LV x 2 have more than one unit tel- in the hands of units without
eport to it in the same round. having to pay as much for it.
Provisionators are mobile A sabotaged teleporter refus- The drawback is, of course,
armories, possessing ammu- es to function. A teleporter that it maintains a fixed posi-
nition in plenty as well as field has the same stats as a tion with a restricted firing
medical kits to keep the Provisionator. arc. A Mounted Gun has a
squad up and running during firing arc into the forward 90*
a prolonged fight. A The Shieldwall is an easy from where it's built. A unit
Provisionator heals and re- method to block off passage may spend 4 SPD to man the
stores AP to all units (not just to enemy units while not re- gun and fire it as though it
friendly ones) in an AOE stricting the movement of were a weapon the unit was
equal to its level. It does this friendly units. It also functions equipped with. This effect
at the end of each round. At as handy cover. The lasts as long as the unit re-
level two, it gains the ability Shieldwall extends for LV + 2 mains adjacent to the gun, in
to restore ammo to weapons squares in any orthogonal the same square. If the unit is
that are out of ammo, reload- direction, selected when built. attacked from the forward 90*
ing the guns without their us- It blocks off all enemy move- the gun faces into, the attack
er having to spend SPD to do ment and all attacks (whether hits the gun instead. Other-
so. A Provisionator restores friendly or enemy) that trace wise, the unit gains +2 cover
LVd6 BUL and AP. A sabo- their LOS through it. It does from the gun if the unit is at-
taged Provisionator leeches not actually block LOS but tacked. A mounted gun has
BUL and AP from friendly any attacks targeted at units only one weapon, which must
units, while restoring BUL that can be seen through it be paid for at half price. A
and AP to enemy units. A will automatically strike the sabotaged Mounted Gun
Provisionator's stats depend Shieldwall. A sabotaged traps its user inside it. The
on its level. Shieldwall blocks its own unit using it cannot move but
PRO: 0 team's movement. A can attack. If the gun is de-
DOD: 0 Shieldwall's stats depend on stroyed, it is set free. If the
KIL: 0 its level. gun has no user when it is
CHT: 0 PRO: 0 sabotaged, it refuses to func-
TNK: LV DOD: 0 tion. A Mounted Gun's stats
AP: LV x 3 KIL: 0 depend on its level.
BUL: LV x 6 CHT: 0 PRO: 0
SPD: 0 TNK: LV x 2 DOD: 0
AP: LV x 12 KIL: 0
Teleporters are a way to get BUL: LV x 18 CHT: 0
reinforcement units back to SPD: 0 TNK: LV + 1
the frontlines quickly. Thus, AP: LV x 6
they have little utility in Dropjammers are a special BUL: LV x 12
gamemodes that prohibit re- anti-Infiltrator device de- SPD: 0
inforcements. While rather signed to protect Technician WP: LV x 3
radius of MK squares. and puffs out a huge
In this next segment, I will Wheels cost an extra x1.2 cloud of smoke, caus-
detail vehicles, how they are CV. ing attackers to sub-
affected by combat, and how Vehicles with Treads have tract 2 from their PRO
they are different from normal an deceleration equal to half when targeting the
units. the acceleration and have a vehicle.
turn radius of 1/2 MK. Treads 3 The driver sprains his
Vehicles are a bit more de- don't cost any extra CV. elbow, losing 1 PRO
tailed than your regular units. Vehicles that are Fliers have for the rest of the
The first step is to choose a a deceleration of 1/3rd the game.
vehicle's MK or Mark. A vehi- acceleration. They have a 4 Everyone is jostled
cle's mark is multiplied by 10 turn radius of 3 x MK. They about and loses their
to get its base CV cost, mul- also can fly. The downside is train of thought. The
tiplied by 18 to get its max that they have to spend at vehicle may not
BUL, multiplied by 6 to get its least half of their SPD each spend any SPD next
default BUL, multiplied by 12 turn moving or they stall out turn and may not ac-
to get its max AP, and is mul- and crash. Fliers cost an ex- celerate or deceler-
tiplied by 2 to get its max tra x2 CV. ate.
TNK. Armor and BUL, as well Vehicles that are Hover Fli- 5 The driver throws a fit
as regular stats are bought ers are exactly the same as and forgets to steer.
for vehicles in the same fliers except they don't need All the vehicle does
manner as a normal unit. to keep moving each turn. on its next activation
A vehicle's MK is applied as a They cost an extra x3 CV. is accelerate straight
negative modifier to its DOD. A vehicle's MK is the number ahead.
A MK 2 vehicle, therefore, of contiguous squares it 6 Everyone is knocked
comes standard with a -2 takes up on the battlefield. out of their seats and
DOD. A vehicle's MK x 2 is the must return to them.
Whenever a vehicle moves, number of passengers it can The vehicle may not
it builds up momentum, which carry. It costs 4 SPD to get spend any SPD or
is moved at the start of its into or get out of a vehicle. accelerate/decelerate
activation before it moves. If Passengers can't fire from a for the next two turns.
a vehicle accelerates, it vehicle. 7 The driver swears a
moves Accel squares and Vehicles can mount however Personal Death Ven-
then adds its acceleration to many weapons they want detta against the
its current momentum. If a and they can fire as many as source of the most
vehicle decelerates, it sub- they have SPD to. a 180 arc recent damage. The
tracts its deceleration from its for a vehicle weapon costs 4 vehicle must attack
momentum and then moves CV while a 360 arc costs 8 that target above all
the remainder. CV. else until either it is
A vehicle's SPD defaults to Now, when a vehicle is dam- destroyed or the vehi-
MK x 2, but it does not use aged, all the normal things cle is.
SPD to move. Vehicles in- happen, damage is tanked, 8 The shot unsettles the
stead have an Accel/Decel subtracted from BUL, all that. driver, who loses con-
rating, which is how fast it But the thing is, every MK x 6 trol of his bladder,
can accelerate or decelerate points of BUL damage the thus suffering a total
in a turn. Each point of accel- vehicle takes, the attacker loss of all PRO for the
eration bought is multiplied gets to roll on the system rest of the game.
by the MK and then by 2, to failure table to see if anything 9 The shot hits one of
get its CV cost. exciting happens. the vehicle's weap-
Vehicles that move on Legs ons, which falls off.
have a deceleration equal to 1d20 RESULT The defender choos-
the acceleration. Legs cost 1 The paintjob is a little es which one.
an extra x1.5 CV. scratched and the 10 The shot hits one of
Vehicles with Wheels have a driver's insurance the vehicle's weap-
deceleration equal to the ac- premium goes up. ons, which falls off.
celeration. and have a turn 2 The engine is glanced The attacker chooses
which one. points system. This will be example, multiplies the final
11 The shot hits the en- rectified right now. cost by 1.1.
gine, reducing its
power output. The The average points cost for a Once a unit has been final-
vehicle's acceleration fully-equipped foot unit is ized, its weapons must be
is halved. around 150 points, or CV purchased. Every unit can
12 The shot hits the (Combat Value). Vehicles carry up to three weapons,
transmission, destroy- cost a bit more than that, var- and a variable number of
ing all the gears lead- ying wildly. The points value I grenades. The unit's primary
ing to the front of the recommend for a short game weapon can use up to all of
vehicle. The vehicle is about 800 to 1000 CV. the unit's WP. The unit's sec-
can only move at half ondary weapon can use up to
speed in reverse. If To create a foot unit, the fol- 50% of the unit's WP. The
the vehicle is a flier, it lowing CV costs are followed. unit's melee weapon can cost
is destroyed. A Light body type costs 12 however much is desired,
13 The wheels, tracks, CV. because melee weapons do
jet engines, or other Medium costs 16 CV. not cost WP.
propulsion devices fall Heavy costs 24 CV. Every die of HRT costs 3.5
off the vehicle. Its The next step is to purchase CV. Every +1 bonus to HRT
momentum is imme- armor. Armor costs an costs 2 CV. Every -1 penalty
diately reduced to 0 amount of CV equal to the to HRT gets you 1 CV back.
and it may not accel- armor's TNK multiplied by its Every point of RNG beyond
erate. AP / 3. Once this has been 10 costs 2 CV. Every point of
14 The steering wheel determined, class bonuses or RNG below 10 gets you 1 CV
and brakes are de- penalties to TNK or AP are back. Every point of WP you
stroyed. The vehicle's applied, with no discount or reduce a weapon's WP by 1
controller and the op- rise in price. To make armor costs 8, while increasing it
posing player take resistant to a specific ammo gets you 4 CV back. Like-
turns controlling it on type, multiply the armor's final wise, reducing GP by 1 costs
its activations from cost by 2. This may be done 12, while increasing it by 1
now on. multiple times if wished. Re- gets you 6 CV back.
15 The engine falls out of sistant armor doubles its TNK
the vehicle. The vehi- and ignores any of that am- The various ammo types ap-
cle may not acceler- mo type's special effects. ply a multiplier to the final
ate but may deceler- Once armor has been pur- cost of the weapon. Some
ate and turn. None of chased, the next step is to special abilities do the same
its weapons function. choose the unit's class. thing. To handle this, add all
16 All weapons on the Recon costs 10 CV. the multipliers that are great-
vehicle are destroyed. Assault costs 14 CV. er than one together, then
17 All of the vehicle's Stormer costs 12 CV. subtract all the multipliers
passengers are de- Tactical costs 20 CV. that are less than one. Then
stroyed. Support costs 21 CV. multiply.
18 The vehicle is de- Medic costs 16 CV. Melee or Bullets multiply by
19 stroyed. Technician costs 26 CV. 1.
20 Marksman costs 14 CV. Shells are x.75.
Infiltrator costs 33 CV. Coils are x1.75
Whenever a vehicle is de- Tank costs 22 CV. Cells are x1.5
stroyed, it immediately blows Commando costs 16 CV. Rockets are x1.25
up with an AOE equal to its Sergeant costs 28 CV. Rails are x2.
MK and a HRT of its maxi- On a side note, a squad's The costs for the weapon
mum BUL / 6. Morale Factor is multiplied in specialties are listed below.
as a positive or negative per- Heavy: -6
Because that was copied di- centage at the end of a unit's Automatic: x2
rectly from the earlier short total cost, with weapons and Scatter: x1.5
Brutality rules, there was no everything. A +10% MF, for Incendiary: x1.75
explanation for CV and the AOE: +6 per point
Pistol: +3
Indirect Fire: +5
Long Attack Time: -4
Long Reload Time: -4
Penetration: x1.5
Reel: +15
Pin: x1.5
Reach: +6
Charge Attack: +2x+3y
Charge: +(6-x)+3y
Suppression: +15
Sniper: +8
One-Shot: -6
Double Knockback: +5
Knockback Only: -4
Tag: +6x
Stun: +6
Arc: +4x+6y
Debuff: +10, must select one
basic characteristic (PRO,
DOD, KIL, CHT)
Time Limit: +8
Freeze: +10
Spray: +3 per point
Thrown: -2
Grenade: +0
Heal: +8
Mortar: +8

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