Wednesday 28 September 2022

Added Rules ( Instructions) for Science Fiction Gaming.

Below are some extra rules to add to to those listed in the Table Top Battles 2nd Edition.

VEHICLE STATS                  DEFENSE POINTS.                                  

Deployed Towed Artillery;                3pts.                         

Deployed Towed Heavy Artillery;    3pts.                         

Limbered Towed Artillery;                4pts.                  

Light Armoured Personnel Carrier.   4pts.

Heavy Armoured Personnel Carrier.  5pts.

Vehicle-Mounted Small-Arms;        ————.                  

VEHICLE STATS:                     ATTACK POINTS,

Deployed Towed Artillery             5pts.

Deployed Towed Heavy Artillery: 6pts.

Vehicle-Mounted Small-Arms:       3pts.

* RULE CHANGE: Small Arms and Rifles have no effect on Vehicles of 4 DEFENSE POINTS OR ABOVE.

*During a Game-Turn, both sides will roll a 12 sided die to see who fires first, prior to the Firing Phase.

MACHINE GUNS AND  MINIE GUN AGAINST INFANTRY:   If the target infantry stand is caught in the open by Machine gun fire, the target infantry stand is automatically removed on any lower score.

 NOTE: Players will still throw a 12 sided to decide who moves first, gains the Initiative Point and decides Combats.

* The side with the Initiative Point also decides any tied results. 

* Vehicles do not have to “ move-back” as a result of Firing. If not moving back,  a vehicle will have 2 Points deducted from any Firing die roll on return fire within the same Game-Turn.

* vehicles cannot move over or through a square containing another vehicle, wether they be friendly or otherwise.

* Vehicles CAN move through /over a square containing friendly Infantry but cannot actually stop within the square containing the friendly infantry.

* Vehicles and Artillery As Targets : If within 2 squares the target will be destroyed on any lower score, HOWEVER, if the TARGET STAND SCORES HIGHER, IT IS THE FIRING STAND THAT IS DESTROYED.   Infantry targets are classed as a miss, should the Infantry score higher and still have the option to “move-back”.

* If two opposed Vehicles/guns are in adjacent squares during the combat phase and neither wishes to “avoid”, then both vehicles/guns are destroyed in a collision. When the situation is a vehicle versus enemy infantry, then if the infantry fail to avoid, the infantry stand is removed from play.



* Opposed forces will have their Morale calculated by adding the combined Defense and Attack Points of each stand into a grand total. This total is divided by 2 and the end result is the Morale of the Force. This is reduced as stands are destroyed.

* Destroyed vehicle stands are left on the playing area and Both Sides CANNOT move vehicles or figures over or through that square, or diagonally between that square and any obstacle.

* Destroyed vehicles do block line of sight for Firing.

* The Infantry within an APC can leave the APC when the APC stops moving. The Infantry are positioned alongside the APC on that Game-Turn. The infantry can fire. When infantry are adjacent to an APC they can mount up and the APC can move.

* If an APC is hit, it’s points total,plus the points total of the stand or stands it was carrying are removed from the morale total of that army.

BASING FIGURES: 

This is just a suggestion. On my stands I have used this system. 5 figures for Regular armed “Riflemen”. 4 figures for a “Heavy Weapons” group and 3 figures for a Command Group which includes a “Heavy Weapon”. I’ll use 6 figures for a Militia group.

The Kra’vak, I’ve based as 5 “rifles” and 4 to a Heavy Weapons Team. There is no Command. These Aliens just come together for an attack or Campaign!.

This picture shows the “ Orbital Knights Vehicles” from ETSY which are six to a pack. Two I have converted to tanks. The other four are APC,s which each carry two squads. The figures are from Ground Zero Games Kra’vak range.



This picture shows the small “Blower” APC,s. Each one carries  a squad of figures. Each “Company” is of two squads of Rifles. 1 Heavy Weapon squad and one Command Squad that also has a heavy weapon.( This is part of the force that is listed as a Mercenary Company by Brigade Models).



* Towed Artillery can limber up and move OR move and unlimber. The Towed Artillery cannot perform both functions in the same Game-Turn.

* Towed Artillery cannot fire while limbered, and cannot fire in the same turn as unlimbering.

* Towed Artillery do not use the “Move-Back rule but do deduct 2points if firing back within the same Game-Turn.

This picture shows the same artillery piece limbered and unlimbered. ( artillery crew from Brigade Miniatures, Gun and Tractor from Alternative Armies Bradly Fighting Vehicles.)



The above instructions have come about since playing the game shown in the previous blog.

I used the basic rules given in the Table Top Battles 2nd edition and I thought to add a little more detail.

The map of the imaginary world of Esper is in the rulebook.





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