So, here goes! This is a rough draft but I know it needs playtesting.
First problem - vehicle crew. Each vehicle has a limited crew capacity, so not every system is going to be manned 100% of the time. I'm happy with one (set) Q roll per vehicle, giving up to 3 actions. There's a driver and a gunner (usually!) So I'm happy with an action being move & shoot, or move & shoot when best shot (see below).
Lets look at an MBT I'm using tomorrow:
MBT Total 136
Base
19 Q4 C2 30. Defence 4 @20 = 69
Gun
6 @20, Long 7 =27
Missile
pod 5 @ 15, Long 7 =22 (+ free 1st
Long)
Electronic
Warfare System 4 @12 Max 2 medium -2 =10 (attacks Q+1/2 D)
AA
SW 2 @10 (engages 4) Max 2 medium -2 = 8
AA will be operated by the commander.EWS and missiles by a tech.
Gunner for the main gun.
Driver.
So that's a crew of 4, should be costed in at 15, so another 60. This allows the vehicle to do up to 4 things at once.
Now: Cobra Armoured Car Total 125
Base
19, Q4 C2, 30. Defence 3 =15 , Long move =10
Anti
Inf Gatling 4,(engage 6) =20 , Medium 4
Light
Missile 6 , 20 Long 7. Commander probably doubles as gunner. Driver, um, drives. So the vehicle can do 2 things per activation. 2 crew @ 15 = 30 more points.
Artillery/ortillery is another bugbear. most will be smart, more like a cheap missile than a dumb shell. area effect or multiple targeting over a specific area? Then there's direct area effect such as SLAM's. I'm thinking that a reaction by the target could allow degradation by onboard systems. I need to think/playtest this. I want it good, but not "clunky".
I'm going to do something different. I'll amend this post as I improve it. Look for the amendment number above.
Please, this is by it's nature rather a short-hand work. I'm presuming that you are used to Ganesha Games MO and got a copy of Flying Lead.
The costs are from the online calculator: http://www.ganeshagames.net/extra_info_pages.php?pages_id=17&osCsid=bah1105ilb5ofpqsannf872774
Vehicle
Base cost 19
Stabilised gun off road. Quality Q4 C2, 30. Q3 C2, 40. Q5
C1, 15.
Defence –
armour
1 5
2 10
(above softskins or
power armoured infantry)
3 15 (light
vehicles, light walker, APC)
4 20
5 25
6 30
Move long
move 10
APC capacity:
3 1
6 2
9 3
12 4
Shooting
against other vehicles:
1 3
2 6
3 9
4 12
5 15
6 20
7 25
8 30
Anti-infantry
support weapon Combat + =
targets engaged.
1 5 (AA strips)
2 10
3 15
4 20
Indirect
anti-infantry weapon grenade thrower/mortar. Combat
+ = targets engaged.
3 6
4 9
5 13
Electronic, Psi
or similar cost the same, but attack the Q score, plus half
Defence rounded down.
Range
Maximum 2 medium -2
Maximum 3 mediun -1
long 7
Medium 4
Short 3
Set up 3 actions -1
Set up 4 actions -2
Infantry
Power armoured
infantry are vehicles equipped with light vehicle weapons and/or
standard infantry weapons.
Movement.
Light power armour,
Fast or no armour 1st long rest Medium, all Reactions
medium.
Standard power
armour, normal armour. All medium.
Heavy armour or crew
carrying size 3 SW or above: Ist Medium rest short. All Reaction
short.
Quality4, Combat2,
15.
Quality3, Combat2,
20.
Quality5, Combat1, 5
As shooting is the
main combat action Shooting = Combat.
Defence
-1 no protection
0 Helmet, flak
jacket
1 unpowered armour
or light sealed power armour
2 heavy unpowered
armour or standard power armour
Weapons
Assault rifle +2 @
15.
Sniper.
Ignores range. If No.2, can use their Actions. Shoot on actions
only, no.2 can use normal weapon in reaction.
Support Weapons
(Ranges and set-up as above) Crew served give Armour 1 to crew.
All work on shooting
of operator +
+ Cost
1 5
2 10
3 15
4 20
Machine Gun
(and/or)
Grenade launchers
can shoot indirect, ignoring 1 infantry armour and cover.
Crew fed engage
C+crew members targets.
(A3 man C2+2 crew
gun will engage 5 targets at +2. If same carried by power armour, as
a heavy gun or Y rack, would engage 3)
Flame thrower
Against infantry and up to armour 2 vehicles/ Power Armour ignore
cover and 1 armour.
(size 1 is a 1 handed built into power armour, size 4 is a small
plasma weapon)
Light Missile
(also vehicle mounted) Teams or launchers presumed to have
sufficient reloads.
4 10
5 15
6 20
7 25
8 30
Range & set-up
as above. ALL missiles get a “free” Long 1st move.
Japanese magazine
fed light missile launcher. 5 @15,
Independent team
No.1. Q3 C2, @ 40. Size 5 5 @15, Maximum 3 medium-1. Assault rifle
15. 69
No.2 Q3 C2, @ 40.
Assault rifle 15. 55. Total for team 124.
As squad SW:
Quality4, Combat2, 30. Size 5 5 @15, Maximum 3 medium-1. Assault
rifle, 15. 59
RPG/buzz bombs.
Single shot, but spare(s) requiring 1 (-2)or 2 (-3) action reloads.
4 10
5 15
6 20
Maximum 2 medium -2
Short 3
Power armour
shoulder mounted launchers. Buzz bomb 4 at max 2 medium range, 1
reload.
Base 10, -2 for
range, -2 for reload = 6. Support weapon adds +1 to armour.
This is a light
anti vehicle weapon, if you want anti infantry you need a Y rack
grenade launcher.
Range Effect
Close – 1 measure,
rolls 2 dice per Combat stat
Medium 1-2 measure,
roll 1 dice per Combat stat
Long 2+ measure half
Combat stat.
2 Actions/ Reactions
roll 2 dice (each) , take best. 3 Actions/ Reactions roll 3 dice
(each) , take best.
Method Dice
+ Shooting vs Dice + Defense.
Result.
Triple Defense =
Killed.
Double Defense
OOA needing medical attention and/or removal to rear. -1 unit Q
test while with unit.
Beaten Even retires
1 move, out of unit integrity.
Beaten Odd
Suppressed. -1 next group Q roll.
After shooting
defender takes Q test on 1 D6.
Effective members
left + D6 + Q. - Ineffective, OOA, out of unit integrity.
Unit will retire 1
Short per number under Q, picking up stragglers & carrying
wounded.
Result on or above Q
will carry on.
Result double Q can
have free shoot OR close assault.
Close assault.
As shooting above. Attacker and defender Q test 1D6 per move
distance.
+ 1 every extra
soldier, ignore if against better armour.
-1 every extra
enemy, ignore if attacker has better armour.
3 Q3 power armour
want to attack 8 non armoured rebels across 2 movement. They need 3
actions and must roll 2 successes on 2D6. Announce and carry out,
even if they don’t get there.
Defenders retire
1 move per fail.
If the power
armour gets short, they are in 1 Move of the defenders. They try the
reaction and can shoot if they get it, or attempt to countercharge-
The leader wants to countercharge, announces and rolls – as they
are up against better armour, they need a straight Q on 1D6.
If they meet,
each power armour, presuming a heavy gun, each rolls 3D6 =9, Shoot 2
+2 for the weapon+4 against an armour of -1.
The rebels roll 2
each, 16D6, 2 for weapon and 2 for shooting =4. Against an armour of
2 +1 (for SW) Fair to say that 9 of the 8 rebels will die or be OOA.
But the rebels might get lucky- they only need a 6 to double, and a
5 will suppress.
Vehicle v
Vehicle combat
Range
Close – 1 measure,
rolls 2 dice per Combat stat
Medium 1-2 measure,
roll 1 dice per Combat stat
Long 2+ measure half
Combat stat.
2 Actions/ Reactions
roll 2 dice (each) , take best. 3 Actions/ Reactions roll 3 dice
(each) , take best.
Method Dice
+ Shooting vs Defense.
Results
Target Defense is
Tripled. Brew up.
Doubled. Out of
Action, crashes one move length in direction of travel
Beaten by Even
number Q test 1D, fail= withdrawl 1 move and Q test to advance.
Beaten by Odd
number, Crew stunned until spend 1 action (no reactions) to recover.
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