by Russell Parkin
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Range | Point Blank | Short | Medium | Long | Very Long | Range Level | Roll on D6 to hit |
---|---|---|---|---|---|---|---|
Thrown | <1 | 1-2 | 2-4 | 4-6 | 6-8 | Adjacent | Auto hit |
Handgun | <2 | 2-4 | 4-8 | 8-12 | 12-18 | Point Blank | >=2 |
Rifle | <3 | 3-6 | 6-12 | 12-18 | 18-24 | Short | >=3 |
Mortar | <6 | 6-12 | 12-18 | 18-24 | 24-30 | Medium | >=4 |
Artillery | n/a | <12 | 12-24 | 24-40 | 40-60 | Long | >=5 |
Missile | n/a | <18 | 18-30 | 30-60 | 60-90 | Very Long | 6 |
To-hit modifiers:
If the adjusted range is more than Very Long, no firing is possible.
If a weapon has an area of effect (AoE) > 0 and it misses, its detonation location is D6 units (but max. distance of range/2) in the following direction:
d6 | ||||
---|---|---|---|---|
. | 1,2 | 3,4 | 5,6 | |
d6 | 1,3 | NW | N | NE |
3,4 | W | Dud | E | |
5,6 | SW | S | SE |
Damage to units in the AoE is half the normal damage.
DAMAGE
Damage modifiers:
Roll a D6 for every damage point. If roll is <= target's ranged defence value, that point is not applied. Otherwise, reduce the target's status by one level, so Undamaged becomes Superficial Damage, then Damaged etc.
Units must be adjacent. Divide all combats into pairs of attackers and defenders. A unit can only initiate close combat once per turn but a unit can be attacked any number of times in a turn.
Each close combat consists of two rounds, with each unit taking turns as the attacker. The combat results from both rounds are applied simultaneously.
Apply an average die roll to the attacker's and defender's combat strengths:
D6:
The lowest score loses. If the defender is the loser, the attacker's close combat damage factor is subtracted from the defender's status.
All enemy units are anonymous until they are:
Once a unit has been identified, it stays identified. Any number of fake units can be added. These are removed as soon as they have been identified.
Typical values:
Projectile | AoE Damage |
---|---|
Contact only | 0/1 |
Bullet | 0/1 |
Shrapnel | 1/2 |
Explosive | 3/3 |
High Explosive | 8/4 |
Nuclear | 12/6 |
Ranged | defence values |
---|---|
Foot | 0 |
Aircraft | 1 |
Vehicle | 3 |
Larger | 4 |
AUTOMATION
Movement:
Roll <= Probability of movement
Choose direction and type of movement...
Direction:
Route to use:
d6 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | Adv Dir | Adv Dir | Adv Dir | Adv Esy | Adv Esy | Adv Esy |
2 | Adv Esy | Adv Esy | OfL Dir | OfL Dir | OfL Dir | Ofl Esy |
3 | OfL Esy | OfL Esy | OfL Esy | OfL Esy | OfR Dir | OfR Dir |
4 | OfR Dir | OfR Esy | OfR Esy |
OfR Esy | OfR Esy | OfR Esy |
5 | Ret Dir | Ret Dir | Ret Dir |
Ret Esy | Ret Esy | Ret Esy |
6 | Ret Esy | Ret Esy | Rnd Dir |
Rnd Dir | Rnd Esy | Rnd Esy |
Firing: | |
---|---|
Range | Probability of firing |
Point Blank | Always |
Short | Always |
Medium | 1-5 on D6 |
Long | 1-3 on D6 |
Very Long | 1-3 on D6 |
UNIT NAME: A short, unique identifier for each unit. This is the ID that is put on each counter to show which unit it represents. An alphanumeric code is suitable, such as M1..M6 for six mechanized units, I1..I20 for twenty infantry units. If using chains of command, it can be useful to represent this in the unit Ids, such as X2 is the commanding unit for X21, X22 and X23.
DESCRIPTION: A more verbose description of each unit.
STATUS: Draw a circle round the status of the unit. When a unit is damaged, cross out its current status and circle the new status. Units will usually start off Undamaged.
CHAIN OF COMMAND: Circle either Commander or Subordinate to show which type of unit this is. If several levels of command are being used, most units will be both commanders and subordinates.
Commander ID: For a unit that is a subordinate, put the commanding unit's ID here.
Unit ID: For a commanding unit, the units that are being commanded can be listed here. This is optional since all the subordinates will have the commanding unit's ID listed under their attributes.
Range: For a commanding unit, fill in the range of effect for its command. Units within this range are "within command range".
Movement type: Circle the type of unit. This can be used to determine default values for its movement attributes. Probability of movement: This is used for automating an opponent's actions, to decide whether or not the unit moves each turn.
Maximum speed: The maximum distance a unit can move in a single turn.
Minimum speed: Airborne units have a minimum movement distance. If they are able to hover, this minimum can be 0.
SPECIAL MOVEMENT RULES: Note any special rules here that apply to movement.
Delivery type: Circle the most suitable type. This mainly affects the chance of hitting a chosen target.
Projectile type: Circle the most suitable type. This can be used to determine default values for the unit's area of effect and damage attributes.
Area of effect: This is only applicable to area effect weapons. Any units within this range of the impact point can suffer damage. Other types of weapons have an area of effect of 0 and only direct hits will cause damage.
Number of shots: If ammunition is limited, note the number of shots available here.
Maximum range: It is not possible to engage targets that are further away than the maximum range.
Minimum range: It is not possible to engage targets that are closer than the maximum range. This value is usually only appropriate for long-range artillery weapons that cannot bring their guns to bear on nearby targets.
Damage: Enter the amount of damage done by each shot.
Strength: The attack strength of the unit in close combat.
Damage: The amount of damage that will be inflicted by a successful close combat attack.
Against ranged attack: The chance of deflecting some or all of the damage from a successful ranged attack.
Against close combat: The defence strength of the unit in close combat.