by Jon Compton
INTRODUCTIONBattleChrome - Fire and Steel is a two player game of futuristic armored vehicle combat. Each player controls a small combat force and does battle with the opposing player's forces. Future issues of Competitive Edge will feature additional maps, units, scenarios, and rules to make your own multiplayer or arena battles. BASIC CONCEPTS A hex represents about 100 meters, and a turn represents about ten seconds of real time. Each playing piece is called a counter or unit. Each unit represents one BattleFrame, vehicle, or infantry squad. Costs are provided for comparison only. The number of hits required to destroy a unit is represented by small white and black dots at the bottom of the counter. White dots show the unit's maximum Damage. Black dots show the Damage the unit has taken. Units begin whole. SETTING UP THE GAME Choose a scenario and then divide up the forces as specified. The game is played on the Tactical Battles Map provided. Cut out the playing pieces. Remove the map from the magazine and place it between the players. Place the units on the map in the locations specified in the scenario description. A six-sided die is needed for play. SEQUENCE OF PLAYEach turn is composed of the following steps. Each step must be carried out in the order presented. Initiative Phase Roll to Determine Initiative Movement Phase Conduct Movement & Opportunity Fire Combat Phase Resolve Opportunity Fire Conduct & Resolve Melee Fire Conduct & Resolve Death Web Fire Conduct & Resolve Laser Fire Conduct & Resolve Missile Fire Bookkeeping Transformable Units may Change Modes Airfoil Units Move Again INITIATIVE PHASE Both players roll a die. The player who rolls higher has Initiative that turn. The scenario may specify one player as the Attacker. The Attacker always adds one to his Initiative roll, and always has Initiative on the first turn. The player with Initiative will decide which player moves first. Combat is broken down into five distinct steps, but both player's fire is resolved simultaneously each step. MOVEMENT PHASE Players move their units during this phase. The player with Initiative chooses which player will move all of his units first. When all units for that player have moved, the other player moves his forces. Speed
Every unit has a Move Type letter printed next to its Speed. "B" stands for BattleFrame. "I"' stands for Foot Soldier (Infantry). "W" stands for Wheeled. "T" stands for Tracked. "H" stands for Hover Flight. "A' stands for Airfoil Flight. A unit's Move Type determines how Terrain affects it movement. If a unit has more than one Move Type, the owner states which is used at the start of each Movement phase. Clear/Down One Level/Town/City Heavy Forest
Light Forest Up One Level
Trail/Road/Highway
Streams
Special Unit Movement
A unit with a Move Type of Foot Soldier, may ride on a Truck unit that is not already carrying another unit. Units that have Airfoil or Hover Flight pay one Speed to enter any type of hex. An Airfoil unit must end its Movement at least half of its Speed in hexes away from the hex it began Movement in. KATA MOVEMENT BattleFrames may execute Kata Movement. NonBattleFrame units may not execute Kata Movement. Kata Movement represents a BattleFrame running through a group of units doing multiple Melee hits. A BattleFrame may attack hostile forces in the hex that it is in, during the BattleFrame's Movement. It may apply its Melee value against hostile forces for every Speed point it expends for that purpose in that hex. For each Hit scored, place a Hit marker (unused counter) on the enemy unit. Kata Hits are resolved during the Resolve Opportunity fire step of the Combat Phase. OPPORTUNITY FIRE During the Movement Phase, units may conduct Opportunity fire. Opportunity fire is conducted in the same manner as regular fire with the following exceptions: BattleFrame units may always conduct Opprotunity Fire. Other units may conduct Opportunity Fire only if they have not moved this turn. BattleFrames carry out Opportunity Fire as they move. Other units carry out Opportunity Fire as the Target moves. Non BattleFrame units roll two Hit dice, instead of one for each shot, and use the higher result. A non?BattleFrame unit conducting Opportunity fire may not move or fire for the rest of the current turn. Powerjumps
COMBAT PHASEUnits may fire their weapons during the Combat Phase. Non?BattleFrame units that conducted Opportunity Fire may not fire weapons during the Combat Phase. A unit that suffers Damage or is Destroyed in one step paticipates in subsequent steps in its reduced form. LINE OF SIGHT (LOS) In order for a unit to fire at another unit, it must be able to trace an LOS to that unit. An LOS can automatically be traced unless an object blocks the LOS. An intervening hex of Dense Forest, Town, or City blocks LOS. An intervening hex with a Level higher than both the hexes containing the firing unit and target blocks LOS. A Crestline blocks LOS. The only Terrain that affects the LOS to or from units with Airfoil Flight are City and Crestline. TERRAIN EFFECTS ON COMBAT Terrain has effects on combat. These are primarily defensive in nature and usually aid the target. Not every Terrain type appears on each map. Airfoil units may neither take advantage of nor suffer Terrain Modifiers. Target in/behind Light Forest or Town
Target inibehind Dense Forest or City
RANGE Range has an effect on some weapon systems. Melee
Death Web
Missiles
COMBAT PROCEDURE Fire is broken down into steps. During a step, only the specified weapon type may be fired. To fire, specify which unit is firing and what its targetis. Roll a die. If the die roll is less than the step's weapons To Hit number for that unit, a Hit is scored. Otherwise a Miss occurs. When a Miss occurs, the firing unit may no longer fire for the rest of the step. If a Hit is scored, place a Hit counter (unused counter) on the Target. Subtract the To Hit roll from the unit's To Hit number in the phase's weapon and repeat until a Miss result occurs, or no pips of that weapon type are left. After all of a step's fire is conducted, all units that have one or more Hit counters on them roll a die to save against each Hit counter. For every roll that is greater than the units Silhouette, the hit strikes the units Armor. For each roll equal to or less than the unit's Silhouette, discard the Hit counter. After each Silhouette roll, subtract one from the Silhouette rating. A BattleFrame's Silhouette is reduced in this manner until it reches one half of its printed value. The Silhouette of other units reduces until it reaches zero. For example, if a BattleFrame with a Silhouette of five is in Dense Forest, its Silhouette becomes seven. The first two Hits will miss automatically. The third Hit will meet a Silhouette of five. The fourth Hit will meet a Silhouette of four. The fifth and subsequent Hits will meet a Silhouette of three, half of the unit's printed value of five. For every Hit that strikes a unit's Armor, roll a die. For each roll that is greater than the unit's Armor, the unit suffers one Damage. When a Damage pip is suffered, replace the 'I unit with a reduced step unit. If the unit has only one white dot, the unit has only one remaining step and is destroyed by the next Damage pip. Special Weapon's Effects
Death Web hits ignore Armor, and affect BattIeFrames for only one turn. Red numbers subtract two from Armor or deliver two Damage, firing player's choice. BOOKKEEPING Transform
Airfoil Movement
BattleChrome: Fire and Steel Futuristic Warfare
Game Rules Game Maps (extremely slow: 464K) Game Counters (large: slow 164K) Game Counters (jumbo: extremely slow 665K) Missions (Scenarios) Back to Table of Contents Competitive Edge #12 Back to Competitive Edge List of Issues Back to Master Magazine List © Copyright 1996 by One Small Step, Inc. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |