Advertisement
ema_non

Bolo Quest Combat Guide

Oct 30th, 2014
384
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.17 KB | None | 0 0
  1. Combat Guide:
  2.  
  3. Infantry: 2d6 per turn, 1 hex range, movement of 1 hex per turn
  4. Armor: 3d6 per turn, 1 hex range, movement of 2 hex per turn
  5. Artillery: 2d6 per turn, 3 hex range, movement of 1 hex per turn
  6. Marines: 3d6 per turn, 1 hex range, movement of 3 hex per turn
  7.  
  8. 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.
  9.  
  10. 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.
  11. Your speed is 2 hex per turn.
  12. Instead of losing 10% strength on a losing roll, you will suffer system damage. Each system has 3 hits until it is destroyed
  13. [Damaged] 1 x 110cm hellbore, 2 hex range
  14. [Damaged] 9 x ion bolt infinite repeaters, 1 hex range
  15. [Heavily Damaged] 300/300 x VLS missiles, 5 hex range (-1 to all bombardment checks)
  16. 125 antipersonel submunition heads
  17. 125 antiarmor shaped fusion charge heads
  18. 25 dirty fission warheads (enough for 5 strikes)
  19. [LOCKED] 15 limited grey goop heads
  20. 10 sensor cloud, +1 to all weapon systems in one hex for the duration of a battle
  21. [Damaged] 800/800 4 x 30cm mortar, 2 hex range (-1 to bombardment and attack rolls with the mortar)
  22. [Damaged] Point defence arrays, defence against missiles (Enemy artillery gets +1 on attack rolls, all enemy units take a -1 penalty to hit)
  23. [Destroyed] Anti-personnel clusters, 1 hex range, not effective against armor (no extra dice against infantry attacks)
  24. [Optimal] Battlescreens {3/3} - will take hits until depleted, will regenerate after battle unless damaged
  25. [Damaged] Armor
  26. [Heavily Damaged] 4 x Treads (movement speed is 1 hex per turn)
  27. [Destroyed] Communication arrays (comms range dropped to 2 hexes)
  28. [Damaged] Sensor arrays (no effect yet, one more damage will drop direct sight range to 1 hex)
  29. [Optimal] 4 x Drones (can act as decoys, scouts, or other creative uses)
  30.  
  31. Enemy alert: The enemy is aware of you, and is either actively working to destroy you from space or with their heavy weaponry.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement