Post by Lord Protector on Apr 1, 2021 5:16:24 GMT
Before the Battle
Before the battle starts, Deployment, Grouping, and Initiative of all the units taking part in a battle should be resolved.
Deployment
Units must be deployed within 5 hexes of the map's edge, or a 5 hex radius from agreed deployment point. It is up to the army's commander how many units are deployed at the beginning of a battle. For units entering the battle after it started please see the Reinforcements rule.
Grouping
If there are more than one type of the same unit, they must be put together into a group of 2 or 3 at least. No unit should be alone in its own group unless it's a Hero or there are no other units of its type on the field. Groups can be put together from units of different types. If a unit is a lone survivor from a group, it can join another group but it does not have to.
Initiative
At the beginning of the battle all combatants roll a 1d8, this number is then added to all the groups (infantry or squadrons), heroes, and standalone units like vehicles or starships. The army that rolls the highest on a 1d8 roll before movement modifier is applied wins ties, the lowest rolling army loses ties. Any infantry units within vehicles at the start of the battle have the vehicle's movement modifier and are treated as part of the vehicle until disembarking during the vehicle's turn. Spaceships and squadrons that have jumped into real space do not count as part of the initiative order until they arrive. The movement modifier added to initiative roll equals to Movement divided by 5, Heroes also add their Dex modifier.
Combat Phases: The structure which each round of combat follows
1. Hero Phase- Hero characters and Player Characters have their full turns first based on their initiative order. The Hero's turn contains their movement, one main action, one bonus action, and one reaction (which can be taken outside of their turn).
2. Movement Phase- Armies make their movement, one group at a time, starting with the group that has the highest initiative value until all armies moved with their battle groups
3. Ability Phase- Armies use their special abilities and Psychic powers, same order as for movement phase
4. Shooting Phase- Armies exchange fire, same order as for previous phases. Battlegroups can split their fire to attack multiple targets.
5. Melee Phase- Soldiers in melee range attack each other, same order as with previous phases.
Special Actions
Attack of Opportunity (Any phase): If a unit within another unit's melee range moves away from it without using the Disengage action, the unit it moves away from can have a free Attack of Opportunity against it, using just one of its weapons. Polearms increase the range of Attack of Opportunity to 2 hexes and can trigger it when a unit enters its melee range, unless an action is sacrificed to negate it.
Boarding (Melee phase): If a unit is in melee range of an enemy vehicle that has either Crew rating or the Troop Transport perk, they can make a DC 10 Exert check in their Ability Phase. If they succeed, they board the enemy vehicle and can attempt to first attack the soldiers transported aboard, and then should none remain, the Crew. As soon as at least one of the Crew members is killed or routes, the vehicle stops functioning.
Dash (Movement phase): A unit can sacrifice its attack action to double their movement speed for a turn
Dig In (Ability phase): The unit sacrifices their main action to dig themselves in, creating a Hard Cover in front of them, protecting only the hex that they are currently in.
Disengage (Movement phase): The unit can sacrifice their attack to disengage from an enemy, escaping their melee range without triggering an attack of opportunity.
Fall Prone (Movement phase): The unit falls prone, cutting their movement points by half, rounded down, and gains a +2 AC bonus against ranged attacks, their AC takes a -2 penalty against melee attacks and ranged attacks from 5 hexes away or less, however.
Healing/Fixing (Ability phase): When a unit or vehicle have their hit points taken to 0, they are considered to be Mortally Wounded. Mortally Wounded units could still be revived by a successful Heal or Fix during the Ability Phase, depending whether they are organic or mechanical, roll with a DC of 10, this is only possible within the same turn as the unit was brought down to 0 hit points. If the unit healing it has either Spare Parts or Synthmed, it can be healed for a number of multiple hit points. If they do not, the unit is healed to only 1 hit point.
Offhand Attacks (Shooting or Melee phase): If the unit is dual wielding, its first attack is conducted normally, the attack with the offhand weapon takes a -2 penalty to hit, unless a weapon with Light property is used, or the unit has an appropriate Focus or Perk. When wielding a melee and ranged weapon simultaneously, it must be specified in the ranged phase which one is in the off hand or the main weapon.
Snap Attacks (Shooting or Melee phase): If the unit has forsaken their attack action for purpose of switching weapons, going prone, standing up, digging in, disengaging, or using their skill, they can still make an attack at a -4 penalty to hit.
Ramming (Movement): A vehicle can attempt to ram a single soldier or a hero within its movement path. The targets need to make a DC 7 Evasion check, if they succeed they take no damage, if they fail they take damage equal to the vehicle's Size rating plus the number of hexes it traveled before ramming them divided by 2. Vehicles cannot ram units behind Heavy Cover or pass through hexes that contain it.
Reinforcement (Movement): Any vehicle units that were not deployed at the start of a battle may enter at subsequent turns during the Movement phase. Doing so they trigger ranged Attacks of Opportunity from any enemy units they are in range of. Reinforcement may be conducted by units from a different faction that may wish to help one side of the battle. If the reinforcements are not currently on the same planet as the battle, please consult the Interstellar Reinforcements rule.
Retreat (Movement): To conduct a ground retreat, an infantry unit must board a vehicle which can then come in contact with a map border and pass a DC 7 Evasion check in order to successfully evade pursuit and escape.
Sniping and Assassination (Shooting or Melee phase): If a unit in Stealth attacks a target with ranged weapon, they must do a contested Sneak versus Notice check. If the unit in Stealth succeeds this check, they remain in Stealth, and if the attack hits it's counted as a Snipe attack and deals maximum damage, if the target survives it must make a Physical saving throw, if it fails it is critically wounded. If the unit in Stealth fails their Sneak check and the attack lands, they lose their Stealth status and the attack is counted as normal. Melee units who attack a target while being in Stealth land their attack automatically, they must then contest a Sneak versus Notice check, if they succeed then the attack is counted as an Assassination, it deals maximum damage and the target must roll a Physical saving throw, if it fails they are critically wounded. If the Stealth unit fails their Sneak versus Notice check, their Stealth is dropped and the attack carries through as a normal attack.
Stealth (Ability phase): If a unit succeeds a DC 10 Sneak check during the Ability Phase, or has the Cloak ability, they are able to enter Stealth state. In this state they cannot be targeted for normal attacks. Attacks that cover multiple hexes, such as the Explosive effect, can target the hex they last attacked from. If the unit attacks, they lose their Stealth status, unless they have a weapon with Silent trait which allows them to remain in the Stealth state even after attacking, if they succeed a contested Sneak versus Notice check against the unit within their target's group with the highest Notice check. Every time a unit in Stealth state passes through a hostile unit's melee range another contested Sneak versus Notice check is required for it to remain in the Stealth state.
Total Defense (Ability phase): Sacrifice Main Action to gain a +2 AC bonus and immunity to Area of Effect Damage
Special Ground Combat Rules
Cover: Soft Cover grants a +1 AC bonus to units hiding behind it, Hard Cover grants a +2 AC bonus and immunity to Suppressive Fire. Moving through a hex side that contains Hard Cover counts as Difficult Terrain and costs 2 movement points instead of 1.
Disease: Effects of disease may include penalty on skill checks, penalty on attack rolls, penalty to AC, or reduction in maximum hit points over specified time. Resisting initial infection requires a successful Physical savings throw, curing the disease requires an Int/Heal roll or utilization of a special ability or equipment. DC for healing and savings throw is 8, 10, or greater depending on the potency of the disease.
Poison: Effects may very depending on the poison type but can range from 1d6 damage (damage reductions do not apply) per specified amount of time, disadvantage on rolls, unconsciousness, or penalty to skill checks. To successfully resist poison a Physical savings throw with DC of 8, 10, or greater, depending on the potency of the poison, must be passed
Range: Range rating shows two numbers, the first, smaller one denotes the Optimal range at which attacks from this weapon do not receive Range penalties, the second, larger number denotes the Maximum range, within which attacks receive a -2 penalty to hit. Weapons can't hit targets past their maximum range.
Routing: Units must make a Morale check when half the units within their group die or rout and once they lose at least half their hit points. If they succeed this check they continue as normal, if they fail it, they become Routed and must retreat away from combat at their maximum movement points every movement phase towards the closest edge of the map. Once they reach this edge they are considered as retreated and leave the battle but survive. If half of a unit's group died or routed and the unit succeeds a morale check, it must do another morale check if half of the surviving group dies or become routed, this continues until only one unit remains. Friendly units within 10 hexes of the Routing unit can make a DC 10 Lead check in their Ability Phase, if they succeed, the unit stops Routing and returns into combat. A single unit can use Lead on all Routing units within its range during the Ability Phase, doing a different roll for each of them.
Unit Size: Size of a Soldier or a Hero is determined for free during their creation. Normal= 1 hex, Medium= 2 hexes long, 1 hex wide, Large=2 hexes long, 2 hexes wide, Serpentine= 3 hexes long, 2 hexes wide, Giant=3 hexes long, 3 hexes wide
Vehicles: Vehicles must always have a number of units within them equal to their Crew Rating in order to function, the units within are considered to be part of the same group, they can be targeted by Sniping attacks, and should the Vehicle be brought down to 0 hit points, they must make a Physical saving throw or they are considered to be Mortally Wounded. Vehicles cannot attack units adjacent to them, unless they possess melee weapons. Vehicles act as Heavy Cover to units around them, as long as the Vehicles are in the way of enemy fire.
Vehicle Size: Size 1= 1 hex, Size 2= 2 hexes long, 1 hex wide, Size 3= 2 hexes long, 2 hexes wide, Size 4= 3 hexes long, 2 hexes wide, Size 5= 3 hexes long, 3 hexes wide, Size 6= 4 hexes long, 3 hexes wide, Size 7= 4 hexes long, 4 hexes wide, Size 8= 5 hexes long, 4 hexes wide, Size 9= 5 hexes long, 5 hexes wide, Size 10= 6 hexes long, 5 hexes wide
Before the battle starts, Deployment, Grouping, and Initiative of all the units taking part in a battle should be resolved.
Deployment
Units must be deployed within 5 hexes of the map's edge, or a 5 hex radius from agreed deployment point. It is up to the army's commander how many units are deployed at the beginning of a battle. For units entering the battle after it started please see the Reinforcements rule.
Grouping
If there are more than one type of the same unit, they must be put together into a group of 2 or 3 at least. No unit should be alone in its own group unless it's a Hero or there are no other units of its type on the field. Groups can be put together from units of different types. If a unit is a lone survivor from a group, it can join another group but it does not have to.
Initiative
At the beginning of the battle all combatants roll a 1d8, this number is then added to all the groups (infantry or squadrons), heroes, and standalone units like vehicles or starships. The army that rolls the highest on a 1d8 roll before movement modifier is applied wins ties, the lowest rolling army loses ties. Any infantry units within vehicles at the start of the battle have the vehicle's movement modifier and are treated as part of the vehicle until disembarking during the vehicle's turn. Spaceships and squadrons that have jumped into real space do not count as part of the initiative order until they arrive. The movement modifier added to initiative roll equals to Movement divided by 5, Heroes also add their Dex modifier.
Combat Phases: The structure which each round of combat follows
1. Hero Phase- Hero characters and Player Characters have their full turns first based on their initiative order. The Hero's turn contains their movement, one main action, one bonus action, and one reaction (which can be taken outside of their turn).
2. Movement Phase- Armies make their movement, one group at a time, starting with the group that has the highest initiative value until all armies moved with their battle groups
3. Ability Phase- Armies use their special abilities and Psychic powers, same order as for movement phase
4. Shooting Phase- Armies exchange fire, same order as for previous phases. Battlegroups can split their fire to attack multiple targets.
5. Melee Phase- Soldiers in melee range attack each other, same order as with previous phases.
Special Actions
Attack of Opportunity (Any phase): If a unit within another unit's melee range moves away from it without using the Disengage action, the unit it moves away from can have a free Attack of Opportunity against it, using just one of its weapons. Polearms increase the range of Attack of Opportunity to 2 hexes and can trigger it when a unit enters its melee range, unless an action is sacrificed to negate it.
Boarding (Melee phase): If a unit is in melee range of an enemy vehicle that has either Crew rating or the Troop Transport perk, they can make a DC 10 Exert check in their Ability Phase. If they succeed, they board the enemy vehicle and can attempt to first attack the soldiers transported aboard, and then should none remain, the Crew. As soon as at least one of the Crew members is killed or routes, the vehicle stops functioning.
Dash (Movement phase): A unit can sacrifice its attack action to double their movement speed for a turn
Dig In (Ability phase): The unit sacrifices their main action to dig themselves in, creating a Hard Cover in front of them, protecting only the hex that they are currently in.
Disengage (Movement phase): The unit can sacrifice their attack to disengage from an enemy, escaping their melee range without triggering an attack of opportunity.
Fall Prone (Movement phase): The unit falls prone, cutting their movement points by half, rounded down, and gains a +2 AC bonus against ranged attacks, their AC takes a -2 penalty against melee attacks and ranged attacks from 5 hexes away or less, however.
Healing/Fixing (Ability phase): When a unit or vehicle have their hit points taken to 0, they are considered to be Mortally Wounded. Mortally Wounded units could still be revived by a successful Heal or Fix during the Ability Phase, depending whether they are organic or mechanical, roll with a DC of 10, this is only possible within the same turn as the unit was brought down to 0 hit points. If the unit healing it has either Spare Parts or Synthmed, it can be healed for a number of multiple hit points. If they do not, the unit is healed to only 1 hit point.
Offhand Attacks (Shooting or Melee phase): If the unit is dual wielding, its first attack is conducted normally, the attack with the offhand weapon takes a -2 penalty to hit, unless a weapon with Light property is used, or the unit has an appropriate Focus or Perk. When wielding a melee and ranged weapon simultaneously, it must be specified in the ranged phase which one is in the off hand or the main weapon.
Snap Attacks (Shooting or Melee phase): If the unit has forsaken their attack action for purpose of switching weapons, going prone, standing up, digging in, disengaging, or using their skill, they can still make an attack at a -4 penalty to hit.
Ramming (Movement): A vehicle can attempt to ram a single soldier or a hero within its movement path. The targets need to make a DC 7 Evasion check, if they succeed they take no damage, if they fail they take damage equal to the vehicle's Size rating plus the number of hexes it traveled before ramming them divided by 2. Vehicles cannot ram units behind Heavy Cover or pass through hexes that contain it.
Reinforcement (Movement): Any vehicle units that were not deployed at the start of a battle may enter at subsequent turns during the Movement phase. Doing so they trigger ranged Attacks of Opportunity from any enemy units they are in range of. Reinforcement may be conducted by units from a different faction that may wish to help one side of the battle. If the reinforcements are not currently on the same planet as the battle, please consult the Interstellar Reinforcements rule.
Retreat (Movement): To conduct a ground retreat, an infantry unit must board a vehicle which can then come in contact with a map border and pass a DC 7 Evasion check in order to successfully evade pursuit and escape.
Sniping and Assassination (Shooting or Melee phase): If a unit in Stealth attacks a target with ranged weapon, they must do a contested Sneak versus Notice check. If the unit in Stealth succeeds this check, they remain in Stealth, and if the attack hits it's counted as a Snipe attack and deals maximum damage, if the target survives it must make a Physical saving throw, if it fails it is critically wounded. If the unit in Stealth fails their Sneak check and the attack lands, they lose their Stealth status and the attack is counted as normal. Melee units who attack a target while being in Stealth land their attack automatically, they must then contest a Sneak versus Notice check, if they succeed then the attack is counted as an Assassination, it deals maximum damage and the target must roll a Physical saving throw, if it fails they are critically wounded. If the Stealth unit fails their Sneak versus Notice check, their Stealth is dropped and the attack carries through as a normal attack.
Stealth (Ability phase): If a unit succeeds a DC 10 Sneak check during the Ability Phase, or has the Cloak ability, they are able to enter Stealth state. In this state they cannot be targeted for normal attacks. Attacks that cover multiple hexes, such as the Explosive effect, can target the hex they last attacked from. If the unit attacks, they lose their Stealth status, unless they have a weapon with Silent trait which allows them to remain in the Stealth state even after attacking, if they succeed a contested Sneak versus Notice check against the unit within their target's group with the highest Notice check. Every time a unit in Stealth state passes through a hostile unit's melee range another contested Sneak versus Notice check is required for it to remain in the Stealth state.
Total Defense (Ability phase): Sacrifice Main Action to gain a +2 AC bonus and immunity to Area of Effect Damage
Special Ground Combat Rules
Cover: Soft Cover grants a +1 AC bonus to units hiding behind it, Hard Cover grants a +2 AC bonus and immunity to Suppressive Fire. Moving through a hex side that contains Hard Cover counts as Difficult Terrain and costs 2 movement points instead of 1.
Disease: Effects of disease may include penalty on skill checks, penalty on attack rolls, penalty to AC, or reduction in maximum hit points over specified time. Resisting initial infection requires a successful Physical savings throw, curing the disease requires an Int/Heal roll or utilization of a special ability or equipment. DC for healing and savings throw is 8, 10, or greater depending on the potency of the disease.
Poison: Effects may very depending on the poison type but can range from 1d6 damage (damage reductions do not apply) per specified amount of time, disadvantage on rolls, unconsciousness, or penalty to skill checks. To successfully resist poison a Physical savings throw with DC of 8, 10, or greater, depending on the potency of the poison, must be passed
Range: Range rating shows two numbers, the first, smaller one denotes the Optimal range at which attacks from this weapon do not receive Range penalties, the second, larger number denotes the Maximum range, within which attacks receive a -2 penalty to hit. Weapons can't hit targets past their maximum range.
Routing: Units must make a Morale check when half the units within their group die or rout and once they lose at least half their hit points. If they succeed this check they continue as normal, if they fail it, they become Routed and must retreat away from combat at their maximum movement points every movement phase towards the closest edge of the map. Once they reach this edge they are considered as retreated and leave the battle but survive. If half of a unit's group died or routed and the unit succeeds a morale check, it must do another morale check if half of the surviving group dies or become routed, this continues until only one unit remains. Friendly units within 10 hexes of the Routing unit can make a DC 10 Lead check in their Ability Phase, if they succeed, the unit stops Routing and returns into combat. A single unit can use Lead on all Routing units within its range during the Ability Phase, doing a different roll for each of them.
Unit Size: Size of a Soldier or a Hero is determined for free during their creation. Normal= 1 hex, Medium= 2 hexes long, 1 hex wide, Large=2 hexes long, 2 hexes wide, Serpentine= 3 hexes long, 2 hexes wide, Giant=3 hexes long, 3 hexes wide
Vehicles: Vehicles must always have a number of units within them equal to their Crew Rating in order to function, the units within are considered to be part of the same group, they can be targeted by Sniping attacks, and should the Vehicle be brought down to 0 hit points, they must make a Physical saving throw or they are considered to be Mortally Wounded. Vehicles cannot attack units adjacent to them, unless they possess melee weapons. Vehicles act as Heavy Cover to units around them, as long as the Vehicles are in the way of enemy fire.
Vehicle Size: Size 1= 1 hex, Size 2= 2 hexes long, 1 hex wide, Size 3= 2 hexes long, 2 hexes wide, Size 4= 3 hexes long, 2 hexes wide, Size 5= 3 hexes long, 3 hexes wide, Size 6= 4 hexes long, 3 hexes wide, Size 7= 4 hexes long, 4 hexes wide, Size 8= 5 hexes long, 4 hexes wide, Size 9= 5 hexes long, 5 hexes wide, Size 10= 6 hexes long, 5 hexes wide