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- Combat Guide:
- Infantry: 2d6 per turn, 1 hex range, movement of 1 hex per turn
- Armor: 3d6 per turn, 1 hex range, movement of 2 hex per turn
- Artillery: 2d6 per turn, 3 hex range, movement of 1 hex per turn
- Marines: 3d6 per turn, 1 hex range, movement of 3 hex per turn
- Engaged units roll against each other, each side taking 10% damage for every 3 above 3 rolled (1 hit for 6, 2 hits for 9, etc). Every 20% of damage incurs a -1 penalty to a unit's roll. Once at or below 20% strength, a unit is considered destroyed.
- Each of your weapon systems gives you a 1d6 per roll except the hellbore, which gives a 2d6. Your infinite repeaters and hellbore get a +1 due to the upgrade choice you made.
- Your speed is 2 hex per turn.
- Instead of losing 10% strength on a losing roll, you will suffer system damage. Each system has 3 hits until it is destroyed
- [Damaged] 1 x 110cm hellbore, 2 hex range
- [Damaged] 9 x ion bolt infinite repeaters, 1 hex range
- [Heavily Damaged] 300/300 x VLS missiles, 5 hex range (-1 to all bombardment checks)
- 125 antipersonel submunition heads
- 125 antiarmor shaped fusion charge heads
- 25 dirty fission warheads (enough for 5 strikes)
- [LOCKED] 15 limited grey goop heads
- 10 sensor cloud, +1 to all weapon systems in one hex for the duration of a battle
- [Damaged] 800/800 4 x 30cm mortar, 2 hex range (-1 to bombardment and attack rolls with the mortar)
- [Damaged] Point defence arrays, defence against missiles (Enemy artillery gets +1 on attack rolls, all enemy units take a -1 penalty to hit)
- [Destroyed] Anti-personnel clusters, 1 hex range, not effective against armor (no extra dice against infantry attacks)
- [Optimal] Battlescreens {3/3} - will take hits until depleted, will regenerate after battle unless damaged
- [Damaged] Armor
- [Heavily Damaged] 4 x Treads (movement speed is 1 hex per turn)
- [Destroyed] Communication arrays (comms range dropped to 2 hexes)
- [Damaged] Sensor arrays (no effect yet, one more damage will drop direct sight range to 1 hex)
- [Optimal] 4 x Drones (can act as decoys, scouts, or other creative uses)
- Enemy alert: The enemy is aware of you, and is either actively working to destroy you from space or with their heavy weaponry.
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