Writing a Sci-fi Tabletop Wargame – Part 15

It is 400 years since man first set foot on the moon, and 300 since man found out the Galaxy is a dangerous place….

As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.

Last Weeks Poll Results for Orders

Here are the results from last weeks polls.

Based on these results, the following wording will be added to our living rules:

SHOOTING A TARGET
When any unit wishes to shoot, they do so by rolling a number of D6 equal to their FIREPOWER capability. For example, a standard conscript infantry battalion will have a FIREPOWER 1 rating, showing that the unit rolls one D6 when rolling to shoot at a unit.

HITTING
A unit will need a certain number on their FIREPOWER dice in order to successfully shoot an enemy unit.  All units start with a BASE SHOOTING SKILL (BSS) of 4+, this can be adjusted through the Faction creation process and each units RANGED ABILITY will be required on their FACTION SHEET.

Therefore, if a unit is targeting an enemy unit in the open that unit will need to equal or beat it’s RANGED ABILITY on its FIREPOWER dice to record a hit against that unit. However, before you roll the FIREPOWER dice you will need to check against the WEAPON RANGE of the weapon you’re using and apply any effects as below.

WEAPON RANGE
Each weapon will have a range profile showing its EFFECTIVE RANGE and its MAXIMUM RANGE. When a unit is shooting, if the range to the target sits within the MAXIMUM RANGE profile, then that unit will need to deduct 1 from its dice roll when rolling its FIREPOWER dice. Firing a weapon inside it’s EFFECTIVE RANGE has no impact on the dice roll.

ARMOUR SAVES
Once a unit has had hits allocated against it, if that unit possesses then it is allowed to make an ARMOUR SAVE roll for each successful hit against the unit. Use the FACTION SHEET to find the units ARMOUR SAVE. Cover also can have an affect on the save needed.

COVER
Depending on the type of cover a unit is in will have an effect on that unit’s ARMOUR SAVE. Cover comes in three categories, SOFT COVER and HARD COVER. SOFT COVER includes terrain like swamps, fields and woods, this type of terrain allows the player to add +1 to their ARMOUR SAVE roll. HARD COVER includes terrain like built up areas or fortifications and add +2 to a unit’s ARMOUR SAVE.

MORALE DAMAGE
All units begin the game with a **** MORALE STATUS. As unsaved hits are suffered by the unit this degrades, as it degrades the unit becomes harder to order and can eventually flee the battlefield.

THIS WEEKS POLLS

This does raise some additional questions in regards to Morale however:

With option two I can see each ship having a number of “systems” which can be damaged, i.e. the weapon system may take three hits before becoming completely disabled but each hit could mean -1 to hit with their FIREPOWER dice. Once a system has been completely destroyed hits have to be allocated elsewhere.

–Peter

Name Suggestions?

Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.

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