# EDC Meta Campaign V3.2 A fork of ARMCO's Meta Campaign v2 This is a large-scale community war-game/TTRPG played with a large population of players. This was built by CaptainShack of TheXPGamers Youtube channel, and modified by Fleff, to help facilitate a fun platform for telling stories and working together as a community. # A. Prepare for Play This wargame is played through the Endurance Discord, often called a 'Chatroom Game', and players may be in control of a number of units, from one to five, forming a Company. Rounds 'tick' over a number of times a week defined by the GM and scenario. During each round a player will spend as much time as they like to converse and plan out their actions with their comrades before, most importantly, posting their orders. Currently, for Campaign 2, we're looking at orders closing Tuesday and Friday at 8EST. ## A1. Era This game isn't set in any specific 'Era' per say, one player may use WW1 era infantry while another might use some Star Wars Clone Troopers. What really matters is that the capability of a unit reasonably matches the thing representing it; for example, an Abrams Tank shouldn't represent an infantry unit and so on. Campaigns move from planet to planet, contract to contract. Each planet we visit and contract we take might yield different and new enemies in different and new worlds. The best all-round representation of what is being created here, if necessary to have one, would likely be the Battle-Tech Universe. ## A2. TTRPG vs Wargame This game can often be considered as much roleplay as it is wargame. To help facilitate the roleplay aspect of this game players are required to handle all conversations inside chat channels visible to the GM, this could include voice-chat as long as the GM is present. Where normal wargames can be quite competitive and just about the numbers this one will lean a bit more into a roleplay element where players are encouraged to be creative in their ideas and strategies. Conversations done in private are just the same as those that happen in a TTRPG and are discouraged; any and all things talked about can and will be used by a GM for helping facilitate the game. Conversations involving game strategy that do happen in Voice Chat not only require the GM present but also for a log to be created and then shared in the public comms. If not carried out important information would otherwise be lost to those who don't appear for the chat. Players are welcome to more formally schedule strategy meetings however they like so long as the GM can attend, note that recording your conversations or providing summaries doesn't get around this. ### A2.1. Persistence This game is built around persistence; units the player upgrades, money the player earns, and medals received will all perist on from campaign to campaign. Some campaigns may limit the number or even type of certain units; however, units may be saved for use later by the player. ### A2.2. Death and Brutality Death can and will happen to you and others if not in your first campaign then during another in the future. Combat can sometimes be compared to Nintendos *Advanced Wars* series of games which are known for their quick combat. When a unit is killed please understand it's both not personal and your job doesn't have to be over yet. Players without units but still time may assist the team by documenting reported intel, casualty reports, battle plans, and much more. The ball remains in the players court on what they want to make and do. ## A3. Scale ### A3.1. Hex Scale Hexes are quite abstract, intentionally, to prevent the curtain being dropped on silly range comparisons of units. ### A3.2. Unit Scale Units, similar to Hexes, are left relatively abstract as well. A unit of infantry may range from a squad to a platoon in general while a unit of tanks may represent 2-5 tanks; however, units scale are left abstract for another reason. Units being abstract allows the player to decide themselves what the scale or unit they have is so long as it can be somewhat reasonably put in place to represent their unit. # B. Where to Play ***Run on Discord*** - This game is ran in the EDC Discord located in the *13th Corps Category* where a number of channels may be found. ## B1. The Channels * ***#Campaign-Rules*** is where players will find our standing doctrine and any operating procedure. Also players will find the market where more equipment can be found for units. * ***#Briefing-Room*** is where theatre wide updates on the situation is reported on come each round ticking over. * ***#Operations-Room*** is where our element leaders may observe smaller happenings in the field; expect to see highlighted events of importance there. * ***#Unit-Orders*** is the primary net for giving troops orders in the field; players should make sure to stick to our pinned protocol to avoid any problems. * ***#Unit-Dossiers*** is where players may keep up information on those currently serving with us. * ***#Comms-Net*** is the final place we have where players discuss, strategize, or whatever else is needed to help get the job done. Players are expected to **work together**, failure to do so will likely lead to an increased attrition rate we cannot afford. ## B2. Sign-up ### B2.1. Preparations Before requesting to join there are some things you need to get out of the way first. 1. Read the rules all the way to Unit Creation. It is important you understand how units operate before you think about making one. 2. Follow the Unit Creation section for a new player ### B2.2. Sign-Up If you've read past this to the end of Unit Creation and created your first Task Force then you may be ready to sign-up. Walk on over to #Campaign-Rules and peek at the **Sign-Up Status** text. * If sign-ups are open then it will state so and link to the campaign brief in #Briefing-Room. * If sign-ups are closed then sit tight and hang out for some time until the active campaign is over and another is started up. # C. Basics of Play ## C1. Game Rounds Game rounds are resolved at the time of order closing which occurs once or multiple times a week. While orders are being resolved players may not input new orders or modify old ones. Each game round represents a unit of time ranging from 1-12 hours but otherwise kept abstract. Should night-time be used in a scenario then game rounds will indicate the time on an abstract clock indicating when day and night should fall. ### C1.1. Order Resolution Orders are resolved in a specific format pinned in the #Unit-Orders channel of Discord. Orders are resolved with all players first, all neutral/allied forces, and finally all hostile forces. After resolution is complete a new briefing post will come with a time indicating when the next set of orders will be due. For players orders are resolved from the first to last post for a round; consequently, placing orders to exit a friendly truck will be different if your orders come before or after their orders to move. #### C1.1.1 Placing Orders When giving orders to your units it is absolutely essential you stick to the template provided for convenience of the GM. There is a copy button on the pinned message for your unit orders. Pay attention to the template you copy as there may be different versions for a few unit types in the future. Do not omit spaces, if a unit isn't spending an action simply leave the 'Action:'' text blank or filled with 'n/a'. Unit order messages that have been 'edited' will be completely ignored. If you wish to modify your order then please delete and repost your order. #### C1.1.2 Mid-Round Events Sometimes a units orders may be resolved early allowing allies to react to whatever they may find. All mid-round or notable events are posted in the #Operations-Room. Your orders have been marked as resolved if an 'EDC_Spin' emoji is posted on it by the GM; **therefore, any use of this emoji in the orders channel is banned**. Once your orders are resolved they are resolved, please do not delete, edit, or take any other means to modify your orders. Operations room and Mid-Round Events allow a recon team to spot a target for artillery to fire on in the same turn and many other things. Mid-Round Events are never a guarantee, especially limited by GM time, but are a way to add greater flavor to the game and more chances for players to roleplay some decisions. The importance of putting orders in early cannot be understated, without enemies spotted you could drive straight into an ambush at any time. *This game benefits those that make the first attack* ## C2. Unit Basics ### C2.1. Action Every unit gets a single Action which represents the primary thing they will do this round. Actions must always come after your movement, thus you're incapable of shooting and scooting without some sort of upgrade. ### C2.2. Movement Every unit gets 1 move equal to their speed modified by any terrain effects, abilities, or upgrades. A unit can't do anything else while they are currently moving. Units may move through Friendly or Neutral units as long as they finish their movement in an open hex. Typical movement will cost 1 Energy no matter the distance; Energy is discussed more later on. All Infantry are able to 'Double Time' to increase their movement speed by 1; consequently, 'Double Time' will also increase your Energy consumption by 1. #### C2.2.1 Zones of Influence Every unit capable of combating the enemy has a *Zone of Influence* which stretches out to all your adjacent hexes. Units of the opposing side, under normal circumstances, may not move through your zone of influence but only enter it. This applies much the same to player units getting near enemies of the opposing side. What this means is you can enter a hex adjacent to an enemy to perform an attack but not rush through an open hex between two enemies to flank behind them or ignore them. Fixed-wings and stealth units circumvent this entirely, while the stealth unit remains stealthed, and can move through enemy zones of influence. Remember risk management because moving close to foes increases your chance of being detected. Units may: * Enter a Zone of Influence. * Exit a Zone of Influence * Exit and then enter the same or another Zone of Influence in a turn. * Move from a Zone of Influence into the enemies hex proper if they are assaulting or overunning the enemy. Units may not: * Enter and then exit a Zone of Influence in a turn. * Move directly from one Zone of Influence into another without exiting. Hostile units will be marked if they don't have a Zone of Influence, see map key, otherwise always treat them as if they do. #### C2.2.2 Elevation Changes Transitioning between one elevation to the next slows movement, costing +1 movement. Elevation changes greater than two along a hex edge may not normally be crossed. Changing elevation multiple times along your movement will still increase your movement cost by the number of changes you make; for example, going up and subsequently back down a hill will increase your movement cost by 2 thus if the distance was 2 it'd require a speed of 4 to perform. * Tracked vehicles ignore the first elevation change meaning the previous example would only require a speed of 3. * Infantry, but also any unit, with a speed of 1 must use Double Time or some other sort of Ability/Action to make an elevation change otherwise they are incapable of doing so. Roads will remove the cost of elevation changes, so move along a road if you arent a tank and need to maintain your speed. *Hex types and terrain will be discussed later in detail.* Attempts to make illegal moves across an elevation change may result in: - Not moving the entire distance - Expending more fuel than normal - Getting disabled, if a vehicle - Taking damage - And anything else the GM cooks up. #### C2.2.3 Hex Facing Hex facing is important for tracking things like the frontline for infantry or the rear for a tank. Facing is also used to determine who is currently on the frontline of a hex. Units in their movement order may declare their facing as 1 or 2 letters. See the following image for what facing directions look like. ![Screenshot 2024-06-09 125934](https://hackmd.io/_uploads/HycsWWPt0.png) The following is used to determine the facing in a hex: 1. Did an infantry unit declare their facing, if multiple did take whichever put the order in first. 2. Did a non-infantry unit declare their facing, if multiple did take whichever put the order in first. 3. Nobody declared facing? Facing is decided by the first unit to enter the hex based on the direction they entered from. Units may spend their movement to rotate in place during their turn; however, Fixed-wing and Large Vessels may be incapable of turning in place. #### C2.2.4 Hex Position Each hex can hold 2 units, *according to V3.2*, separated between a frontline and Backline. This 2 unit cap includes friendly and/or neutral units as well. * **Frontline** - The section often closest to the nearest threat, often used by infantry to Hold the Line. * **Backline** - Rear of the hex, defined by the frontline. Units that declare facing will be moved into the frontline first otherwise the GM will place units with Infantry on the frontline first and support units in the rear; however, Basic Infantry will always take priority over other units in taking the frontline nomatter facing. #### C2.2.5 Queued Movement *Currently removed due to work overhead and a departure from wargames ethos.* ~~There may be times were you'll be stuck moving in a straight line for multiple turns and would prefer to put one order in rather than one each week.~~ ~~When making a 'Queued Movement' you **must** be moving along or immediately onto and along a road. For this you will declare 'Queued Move' followed by the Hex instead of the usual. Each turn you **must** still submit an order tracking your Energy consumed and your current hex. If all of these things are properly done then your unit will move along the road towards the destination. Failure to still post orders for Queued Movement will result in no movement like normal. The benefit becomes not tracking the hex you're moving to each turn or any sort of traffic jams, the downside is you still have to post orders to ease the GM workload.~~ ### C2.3. Abilities Units can have any number of abilities through upgrades or other means. One ability may be spent per round and can be used either before movement, after movement, or after your action. No matter when an ability is used it's important to declare it so the GM can properly track it, undeclared abilities will be at the mercy of the GM. ### C2.4. Unit Stats The following is just a collection of general stats relevant to units. * **Force Strength (FS)** is a representation of a units health and combat capability. Most weapons will use FS to decide the damage you deal while it also will be what's deducted when a unit takes damage. A unit with low strength is a unit without much power to survive and fight. * **Armor** is a form of damage reduction for units. Armor Piercing (AP) will counter Armor allowing more damage to be dealt to a foe, this is covered later. This damage deduction is just a flat reduction to your damage, so a unit with 1 armor reduces incoming damage by 1 unless the attacker has at least 1 AP. Armor, no matter how it is obtained, is capped out at 6 for a unit. No unit, unless explicitly specified, may achieve a higher armor value. *Rules change 2024/10/22* Should a unit not have AP at least equivalent to the armor they will have reduced chance of dealing lethal damage and may instead immobilize, disarm, or do no damage at all to the target. This gets more extreme the higher that armor value, thus infantry even with an FS of 5 will be likely incapable of killing an armor 4 unit. * **Speed** is a representation of a units capability to cover ground. This number is directly used for movement. * **Energy** is a representation of a units fuel or fatigue from moving and fighting. Movement will deduct 1 energy by default but can also be deducted by other means. 1 Fuel barrel will refill a units fuel to maximum. * Units on 0 energy may only move at speed 1 **or** use an action **or** use an ability, never both.Some units have special penalties that will be specific to them, such as fixed-wing aircraft crashing if unable to glide home. *Aircraft specific rules can be found in F4.2.* * Infantry Energy will have an (i) next to their number indicating it's different and requires Supply Crates to refill instead of Fuel Barrels. Units with Infantry Energy may also perform a 'Rest' action to refill half their Energy rounded up. * **Stealth** units are capable of moving around almost completely unnoticed. This system is intentionally left abstract but there are a few things to be aware of. * Hostile units in your hex have almost a guarantee of locating you so avoid ending up ontop of them. * The more hostile units in your vicinity the greater chance you'll be found. * Terrain is taken into consideration when determining stealth and detection. * The facing of hostile units will also be taken into account. Many stealth units will have **Killing Quiet** as a passive which allows a Stealth unit to go unnoticed after killing a hostile unit; however, this requires killing the hostile unit in one attack so choose targets wisely. Also keep in mind that enemies don't just lack object permanence, expect them to come searching for their missing artillery batteries. Let stealth be a serious lesson in risk management. * **Upgrade Slots** are something every unit has able to be filled, check your units class to see what slots are available before checking the shop for options to fill it. Some units, mostly vehicles, will have slots that are required to be filled on unit creation. Note that there are a number of free upgrade options for some units so you shouldn't be left out. * **Veterancy** is a direct representation of the number of campaigns a unit has survived. Veterancy is important for acquiring upgrades and further discussed in the section on Unit Creation. * **Air Mobility** - Indicates the relative capability to transport this unit in another. Measured from 0-5 where 5 is fittable on a small helicopter and 0 requires only the largest of fixed-wing aircraft. Also a direct representation of what a VTOL may airlift. When reading the mobility class note if there is a letter at the end, a 'P' indicates a unit capable of being paradropped and orbitally dropped while a unit marked with an 'O' is trained for orbital drops but is capable of general paradrops. The distinction of drop types is discussed in F6.2. An important note about unit stats is that our units aren't directly comparable to foes. Hostiles may have weapons better, worse, or equivalent to our own. Some hostiles may not even have weapons we can even begin to comprehend so take care when making intel assumptions about the enemy. Just as much though it's important to work together to classify hostiles and the threat they may pose. ## C3. Combat and Damage Damage for most units, as previously covered, will make use of your **Force Strength (FS)**. A Regular Infantry unit could have 5 FS meaning if they make a base attack they'd deal 5 damage to their foe. Some units, such as Irregular Infantry, will have their damage be a fraction or multiple of their FS. Force Strength of other units will be displayed on the map as either a prediction represented by a range of numbers or as a single number because it is known, *see the map key for details*. Infantry will take half damage, minimum 1, after they have been attacked once. Infantry that are attacked will dodge, dip, duck, dive, and dodge for cover, the damage reduction represents this. ### C3.1. Armor Piercing (AP) Armor Piercing is used for cancelling out Armor of a unit allowing you to deal more damage to a target. Armor Piercing comes in 3 varieties: * **Armor Piercing (AP)** cancels out armor on any unit. * **Infantry Armor Piercing (I-AP)** only cancels out armor from infantry and other soft units, such as towed artillery, whether they're in cover or not. * **Vehicle Armor Piercing (V-AP)** only cancels out armor from vehicles whether they're in cover or not. Most armored units have a rear weakspot covering their back 3 hexes. Any attacks into a vehicles rear armor will void their armor entirely. *Rules change 2024/10/22* Armor piercing is now more necessary than just removing the damage reduction but also ensuring damage is dealt lethally. ### C3.2. Assaulting the Frontline Units without an infantry unit 'Holding the Line' that are assaulted will become 'Overrun'. The following section will break all of these down. #### C3.2.1 Holding the Line Infantry are the only units capable, by default, of 'Holding the Line'. 'Holding the Line' prevents hostiles from overrunning friendly units and deeming them combat ineffective. Held lines are defined by the front 3 hexes an infantry on the frontline faces. Infantry Assaults into a hex without a held line will allow the unit to enter the hex and overrun the opponent. A Held Line will be marked on the map for all non-stealthed infantry representing your teams color as a line along hex sides. See Map Key for any details. #### C3.2.2 Assault & Melee Only Infantry may normally Assault a hex to overrun opponents, and it may only be done when adjacent to the target.. Assaulting a Hex requires enough spare movement points to actually enter the hex were it to have been empty; for example, Regular Infantry wouldn't normally be able to assault up a hill into an adjacent hex because they only have speed 1. Assaulting must be declared separately to attacking and is only possible when adjacent to the target hex. If the opponent dies in the hex then the unit assaulting will enter the hex after the attack. If the opponent doesn't have infantry holding the line and the unit Assaulting is Infantry then they may both attack, dealing damage, and enter the hex to Overrun the enemy. Melee Brawls are created when an infantry unit with a melee weapon makes an assault into the enemy frontline. Melee brawls prevent allies and enemies alike from interferring while 2 units or more engage in hand to hand. Infantry may also melee assault into structures from the adjacent hex, attempting to clear the buildings, and if they're successful they will remain in the structure the coming turn. Retreating from a melee is the same as when a unit is overrun, a Breakout action must be performed as explained in the next section. #### C3.2.3 Overun Units that have been overun may no-longer attack from their current hex and must perform a 'Breakout' Action to escape the hex. * **Breakout** - Takes both your Action and movement. Reduce your speed by 1 to minimum of 1 and move to an adjacent, empty of hostiles, hex. This unit is now combat capable again. ### C3.3. Line of Sight To attack an enemy unit you must be both in range of the hex and have **Line of Sight**. Range is defined by whatever specific weapon system you are attacking with. LOS is measured from the center of your unit to the center of the target and isn't necessarily tracked via hexes; furthermore, LOS is blocked by terrain, structures, smoke, ect. ### C3.4. Death & Rescue #### C3.4.1 Death - Units that have been destroyed in a turn are normally lost, only under special circumstances may they have a chance of return. - Normal conditions dictate a lost unit, depending on the severity of the cause of death, will be open to rescue, *see C3.4.2 Rescue*. - A player without anymore units to command has become a spectator, but fear not there is still much to do. Dead players are encouraged to still assist in other ways for the team to continue their fight such as assisting grand strategy planning, documenting of operations, and so on. - Players that lose units will lose the survival those units would otherwise receive on operation completion but will still receive other related payouts. - Units completely lost will not be able to have equipment recovered, the player is expected to start anew. #### C3.4.2 Rescue Units 'killed' may have a chance of rescue depending on the severity of death. It is important to get eyes on, if there aren't already, where they last were at time of death. There is an increased chance of discovering survivors the closer to the hex friendlies are so put in some effort! Survivors found become a static 1hp infantry unit uncontrolled by any player. There are two ways to grab these men: - A vehicle with transport space or stretchers may pick them up to transport them. Recovery will cost an action unless stated otherwise. - Infantry with stretchers may spend their action to initially grab them and carry them. Effectively infantry are better for short distance moves while vehicles are better for the long haul. Once grabbed there will be a defined *Casualty Collection Point* or *CCP* for them to be delivered to. Rescued men offer benefits, some guaranteed some not: - The owner of the rescued unit will still receive the unit surviving bonus pay and keep the units veterancy, including rank up of said veterancy at campaign end, but all upgrades the unit once had are otherwise gone. - Those who assist in the rescue of a unit *may* receive bonus pay for the rescue depending on contribution given. - Secondary objectives may be connected to the survival of friendly units yielding pay to everyone if successful. Keep our boys alive and let's make sure to bring them home! ## C4. Supply System ### C4.1. Limited Use Equipment A number of weapon systems and equipment will have limited uses and require a **Supply Crate** to refill. Each time these things get used your equipment uses should be reduced. ### C4.2. Resupply Supply Crates and Fuel Barrels are used to resupply units, each will take up a single slot in a compatible compartment. Crates and Fuel must be left at either depots or given directly to a unit, they cannot just be left by the roadside. Supply Crates will max the use count on a single item type; consequently, this encourages players to run more of the same equipment to simplify resupply. More ammo types are going to require more crates for resupply as each crate will only resupply 1 type. Fuel Barrels will just max out your Energy when resupplied. **Rearm** or **Refuel** are the actions used for a supply crate and fuel barrel respectively. When resupplying you must be adjacent to the source or target and you can either be the receiver or giver of the munition or fuel with this action. Should you ever try to rearm or refuel from supplies you are carrying on yourself then this is the **only** thing you may do this turn, thus no movement or abilties may be spent; consequently, aircraft may not rearm or refuel from their own supply while in the air. Rearm and/or Refuel actions may be performed as Abilities instead of Actions allowing a unit to quickly refuel themselves or another; however, there is greater risk of making mistakes moving at this speed. Munitions may not be properly loaded or fuel properly topped off. Units may perform a **Rearm Assist** or **Refuel Assist** action and move a single crate or barrel during the action from an adjacent hex storing it to another adjacent hex with an ally needing rearmed. This is especially important for units with multiple weapons needing complex rearms. Vehicles may syphon energy from one to another with a **Syphon** Action. To syphon fuel between two units both of them must be in the same hex and landed; furthermore, both units must have the same propulsion to share. When performing the action the first unit declares the action and reduces their Energy up to 3, the targeted unit receives said Energy. When performing a Rearm, Refuel, or Syphon action if you are attacked before turns end there is chance of failure to perform the action and increased vulnerability. Supplies may be not be paradropped anywhere under normal circumstances. ### C4.3. Freight Transfer When transfering cargo to and from one truck to another, or from a depot and back, you'll need to spend either the following Action or Ability. - **Action:** 'Freight Transfer' - Transfer and/or swap up a number of Fuel Barrels or Supply Crates equivalent to double your FS. - **Ability:** 'Rushed Freight Transfer' - Spend 1 Energy with increased risk of units making mistakes. Transfer and/or swap up a number of Fuel Barrels or Supply Crates equivalent to double your FS. # D. Battlemap ## D1. Environmental Effects Environmental effects will vary from scenario to scenario, some might have changing weather while another might have low gravity. Scenarios will note the specific change and effects with an Environment Report in the #Briefing-Room each round, make sure to observe this report and follow along with any orders and roleplay you please. ### D1.1. Day vs Night Day vs Night will display on some sort of abstract clock or simIlar to inform players when night might fall. Night-time severely diminishes unupgraded units fighting capabilities, the following will all occur when units aren't illuminated. * Vision range for units is lowered to 1 for all units under normal circumstances. *Note this may not be directly shown on the map.* * All attacks have chances of missing targets and deal reduced damage. * Radar locked aircraft remove debuff. ### D1.2. Wind Wind will become a semi-predictable element that could affect indirect-fire and aircraft operations. Under high winds artillery shells and other indirect-fire ordnance may suffer winddrift causing rounds to land off target and even on friendlies! Wind may also allow for easier or more difficult landings for aircraft allowing them to get back up in the air quicker or later. Wind reports will be tracked in each #Briefing-Room report like any other Environmental Effect. Assuming the forecast for the turn doesn't make a sudden shift, this is how winddrift is currently calculated under normal circumstances. Take the wind speed, which is the number of dots next to the arrow, and multiply that by 2. Make a d20 roll each round for munitions in the air. Rolls <= that wind speed number multiplied by 2 will result in wind drift. Wind speeds from 5-8 will lead to another roll being made for checking wind drift. Rolls of 1 result in rolling a another die, indefinitely. ## D2. Fog of War Fog of war is shared among all of our assets but not necessarily allied or neutral ones. Fog of war will display any units actively seen this turn so pay attention to things that may have disappeared and where they might've gone. Units revealed may not be necessarily accurate, we may be lacking information and only displaying what we do know each #Briefing-Room report; however, it's safe to say that the majority of units we can see exact Force Strengths of are the unit reported. Stealth units remain a chance detection that is higher the more allies searching and closer the allies are; furthermore, the fog of war doesn't account for woods and other terrain lowering your vision range. It's best to assume that the fog of war rings on the map are considered your view range under 'optimal' conditions in a perfect world but not everything you can see. ## D3. Hex Types The following is a list of most hex types, reminder that a hex must mostly have one terrain type or another to be considered that type. | Terrain | Effect | | -------- | -------- | | Plains | Greater chance of death from artillery fire when struck. | | Forest | Defined by hexes with 5+ trees majority in hex. Blocks LOS past hex and cost +1 movement for all land vehicles. | Mountains |Block LOS past hex. Crossable only by mountain infantry or special infantry at speed 1. Aircraft may also cross over mountains in high-level flight. |Roads|Increased chance of being spotted and killed by artillery. Remove any movement debuffs from terrain this road is on. Roller type land vehicles increase their speed by 1. *To use the bonus your movement must start by moving onto or along a road and end on the road, never leaving the road.* |Water/River|Traversable by aquatic units; land units may not cross this at all without an upgrade, specialization, or a bridge. |Cities|Block LOS past hex. Concealment provided depends on it's size and the side the population is on. |Large Bridges|These hexes are split between land and sea. A max of 1 aquatic and 1 land unit may be on this hex. Bridges are treated as a normal Road.| |Large Pontoon Bridge|Same as Large Bridges but doesn't grant road benefit| |Beach|Useful for some vessels to offload troops and supply. +1 damage against units on beaches, get off the beach!| |Rubble|Decrease speed by 1.| |Railway|Used for trains to get about.| |Swamp/Marsh|Speed reduced to 1 maximum, unless unit is amphibious instead reducing speed by 1 to minimum of 1. Increased chance of getting stuck in the mud. Able to be traveled through normally with Aquatic Craft.| |Desert Dunes|Increased fuel consumption to cross for land vehicles by 1.| |Highway|Road but all land vehicles increase speed by 1, rollers increase speed by 2.| ## D4. Hex Edge Types The following are hex edge types meaning they only apply for the edges of hexes whether looking across, moving across, or whatever else. Most if not all hex edge terrain types are still a part of one hex or another, this is relevant for construction and destruction of these terrain types. | Terrain | Effect | | -------- | -------- | |Wooded/Bocage|Same rules as forested hexes just limited to a hex edge now.| |River/Stream|Land units may cross this at speed 1, if adjacent, but costs your action, 2 energy, and leaves you unable to use abilities this round.| |Harbor|Allows for larger naval craft to dock for more efficient onloading and offloading of supply.| |Cliff|Any elevation change of 2 over a hex edge. Can only be crossed by aircraft in Contour flight or higher.| |Concrete Wall|Blocks LOS along edge. May be garrisoned by infantry increasing their armor by 2 and allowing them to see over the wall.| |Small Bridges|Removes effects of river on land vehicles and grants the ability to cross at road speed. Movement is drawn across the edge the bridge is placed so pay attention to the bridge not the river when moving acrossed.| |Small Pontoon Bridge|Same as Small Bridges but doesn't grant road benefit.| ## D5. Structures Structures vary from full hexes to hex edges and all serve different purposes. Engineers with the proper equipment will be capable of building different structures. Various structures will have a 'Soak' value which is a flat reduction to damage against them. Structure soak values may have a letter denoting that the building may only be destroyed by certain weaponry. ### D5.1. Construction Units with the equipment available may construct things in their hex, often this will be an action spent and a reduction of **Build Supply** from their equipment. Engineers will have a 'Build' action allowing them to spend 3 supply towards the construction of any one structure. Structures take a number of build supply to be built and this number directly represents the health they have, remember artillery splashes a hex so all structures will also be hit. Structures can't normally built one atop another in the same location unless specified. ### D5.2. Deconstruction When a structure is damaged it will reduce it's health down, for each point of damage taken a point of build supply must be spent to heal it back up. Some structures, such as an Airbase or Radar Station will require the health to be high enough for it to operate; keep this in mind when trying to build things close to the frontline. Structures that may be disabled will have the health they're disabled at in brackets; consequently once their health goes under this number they will no longer operate normally. ### D5.3. Structure Soak Structures may have a Soak value representing a flat damage reduction to incoming fire, only regular AP will be capable of ignoring this soak. Soak values may be appended with a letter denoting only specific weapon systems may completely destroy the structure, the following modifiers include: - **E** - Any form of explosive meaning normal infantry small arms and the like won't be able to destroy this. - **HE** - Only heavier explosives such as placed charges, bombs, and other special munitions would work here. - **DEM** - Only charges and demolition related equipment can completely remove this structure. - **AP** - Only weapons with an AP value may destroy this, either V-AP or I-AP may due as well. - More TBD So long as a structure is shot with a weapon system not matching of the tag meant to kill it the target will not die and remain at 1 HP. ### D5.4. Structure List All of the following are also listed in the unit creation section where you may also find what equipment is required to build the relevant structures. *List is out of date from v3.2 Shop, see details there* |Name|Soak|Cost/HP|Description| |-|-|-|-| |Trench|1-HE|3|Constructed in a hex with a facing, built along the 3 front sides of said facing. May be separately constructed for both the front and back line but will always maintain the forward facing. Grants +1 armor to garrisoned infantry, from attacks against its facing, and increased survivability from artillery.| |Bunker Network (Upgrade to Trench)|2-HE|+3|Must be built atop a trench network doubling it's health. Infantry are provided +2 armor in a bunker network, from attacks against its facing , and have even greater survivability form artillery.| |Dragons Teeth|DEM|3|Constructed along a single hex edge at a time. Completely prevents land Vehicles, aside from anti-grav vehicles, from crossing.| |Barbed Wire|HE|3|Constructed along a single hex edge at a time. Prevents infantry crossing the hex and immobilizes land units aside from anti-grav.| |Anti-Infantry Emplacements|1-E|5|Max 1 Emplacement per hex. Grants garrisoned infantry +1 FS on attacks against enemy infantry. Emplacements built in trench networks benefit from their protection.| |Anti-Armor Emplacements|1-E|5|Max 1 Emplacement per hex. Grants garrisoned infantry a range 2 base FS attack with AP 1 against vehicles only. Emplacements built in trench networks benefit from their protection.| |Anti-Air Emplacements|1-E|5|Max 1 Emplacement per hex. Grants garrisoned infantry the ability to make range 2 attacks against airborne targets for 2 damage AP 2. Emplacements built in trench networks benefit from their protection.| |Mini Depot|-|6|A location for dropping off supply and rearming from said supply. Holds 4 total supply crates and fuel barrels maximum and is linked to the logistics network where our backline support companies will move supply forwards. If destroyed it may deal damage to neighboring units depending on amount of supply inside. |Forward Depot|1|9|A location for dropping off supply and rearming from said supply. Holds 8 total supply crates and fuel barrels maximum and is linked to the logistics network where our backline support companies will move supply forwards. If destroyed it may deal damage to neighboring units depending on amount of supply inside. |Heavy Depot|2-HE|15|A Location for dropping off supply and rearming from said supply. Holds as many supply crates and fuel barrels as you have and is linked to the logistics network where our backline support companies will move supply forwards. If destroyed it may deal damage to neighboring units depending on amount of supply inside. |Concrete Wall|2-HE|6|Constructed on 1 hex edge and blocks LOS along edge. May be garrisoned by infantry increasing their armor by 2 and allowing them to see over the wall.| |Concrete Wall Gate|2-HE|7|Constructed on 1 hex edge and blocks LOS along edge; however, friendly units may move through hex. May be garrisoned by infantry increasing their armor by 2 and allowing them to see over the wall.| |Large Bridge|2-HE|18[6]|Constructed in a water hex from an adjacent hex. The hex is now able to hold both 1 aquatic and 1 land unit max each. The bridge is treated as a road.| |Small Bridge|2-HE|15[5]|Constructed across a hex edge of water from the hex or adjacent hex. The river may be now crossed at road speeds, see hex edge types| |Large Pontoon Bridge|E|5[2]|Constructed in a water hex from an adjacent hex. The hex is now able to hold both 1 aquatic and 1 land unit max each.| |Small Pontoon Bridge|E|5[2]|Constructed across a hex edge of water from the hex or adjacent hex.| |Sensor Tower|-|6|Actively reveals fog of war of all adjacent hexes. Has stealth from adjacent hexes when built in forests, some towns, and other relevant terrain.| |Rough Airstrip|-|15[10]|Able to land Class 2 aircraft and above. Landed craft may resupply from the current or adjacent hexes if a depot is available. Landed aircraft do not take space up in the hex and friendly engineers may repair aircraft.| |Improved Airstrip|-|25[10]|Same as Rough Airstrip but capable of landing all aircraft types.| |VTOL Platform|-|15[10]|Able to land **one** vtol of any class excluding large vessels. Landed craft may resupply from the hex or adjacent hexes if a depot is available. Landed aircraft repair at 2FS per turn.| |Vehicle Repair Center|-|12[6]|Repairs vehicles in hex 2FS per turn.| |Radar Station|-|12[6]|Reveals exact location of air units out to X hex range. Range changes based on environment and elevation. Terrain may block the radar.| |Drone Operator Station|||TBD| |Makeshift Harbor|||TBD| |Improved Harbor|||TBD| ### D5.5. Garrison Many structures may normally be garrisoned by friendly units either to operate or to protect unit. A structure may be garrisoned by spending a 'Garrison' action to enter while to exit a structure it will cost 1 movement point leaving the structure into your hex. Should a structure be destroyed out from under a unit then there is a chance the unit may come out wounded or dead. Because entering a structure costs an action they may be assaulted just like any other hex; however, melee/flank assaults into structures without shotguns won't remove the structures bonus. # E. Creating a Unit ## E1. Starting Point Every player, new and old, needs a goal in mind before creating a unit or new company. Players could be command between one and five units all with different roles in mind. Before setting out and possibly becoming overwhelmed it'd be good to ask yourself what you might want to play and roleplay; are you interested in an armored spearhead or maybe an armored recon company and so on. ### E1.1. Credits and Requisitions Before locking in on any decisions for a unit it might be important to understand where you're at with funds. There are two forms of currency in this game, credits and requisition points. Credits are what you'll earn for most things and can be freely traded between players at their leisure; however, the GM must be pinged when a transaction is made and only the giver of money makes the transaction. 10 credits may be combined into a requisition point; requisition is used to purchase upgrades and other goodies when creating new units. Requisition points cannot currently be traded thus objectives that pay out in Req points cannot be passed around. #### E1.1.1 New Player Sign-up Bonus Players who have never played a campaign before will have 3 requisition points to spend at their leisure. These requisition points are lost at campaign start and can not be held onto or traded, thus you'll want to use them or lose them. ## E2. Task Forces Task Forces are the primary method of helping organize players into some sort of mold and tame the chaos. Task forces have their own page in the unit construction sheet and are properly categorized between: - **Basic** - Intended for universal unit selection when a player just wants what they want. - **Armored** - For tank focused companies taking the punches. - **Mechanized** - For a balance of the Armored and Infantry - **Motorized** - For high speed low drag units quick to deploy. - **Infantry** - For the run of the mill grunts in many varieties. - **Walker** - For large machines of war ran by singular individuals, excellent for alpha damage but tough to manage. - **Indirect-Fire** - For artillery and other related indirect fire units. - **Support/HQ** - For Logistical, headquarters, and other units intended to directly support the team. - **Air Assault** - For heliborne and other VTOL craft. - **Airborne** - For Fixed-Wing airborne craft and similar. - **River & Coastal** - For typically smaller aquatic craft zipping through rivers. - **Large Vessel** - For only the largest of land carriers, naval destroyers, orbital frigates, flying cruisers, and so on. Task Forces also have sub-categories listed in their subtext. One Infantry company might be Airborne focused while another might be some Mountaineers or Marines. Some Task Forces may be limited, it is important before applying for a new campaign that the campaign brief is read. Limits or even disallowed units will be noted in the campaign brief. Units or Task Forces the player can't bring to a campaign may be saved, this will be discussed later. Task Forces are named but are irrelevant to whatever you'd wish to name your company; furthermore, Task Force leaders are given a specific rank purely for flavor text. Players should use their Task Forces rank in their characters name and the ranks in general for just soft roleplay. Abuse of the ranks to look down or barn orders at others will result in reprimanding from the GM. ### E2.1. TF Costs Some Task Forces will have a price next to their name, this is the cost to be able to use this TF. Should a player purchase a TF it will remain in their possession and be tracked, thus it's only a one time purchase to use a priced TF. If a Task Force is phased out and removed the player will not receive a refund. ### E2.2. TF Limits Every Task Force has some sort of limitation and requirement out upon the player. Limitations are best kept in 2 categories, company wide and slot specific limitations. - Company wide limitations apply to the company as a whole and will apply various requirements on a players Task Force. For example: - There might be a minimum unit requirement. - There will be a maximum unit limitation. - There could be a propulsion limitation so an armored company is only tracked vehicles, ect - There could be a unit type limitation so all slots with tanks might have to be M-AMPVs - Slot specific limitations represent the units a company may take and what they may be. Slot specific limitations override Company ones, so if a slot mentions it's wheeled then it's uniquely wheeled while the rest of the company is maybe tracked. The following are some slot limitation examples: - There might be a minimum unit requirement. - There will be a maximum unit limitation. - There might be a unit classification such as a tank, IFV, APC, act. Compatible vs Incompatible upgrades will be discussed later on in upgrades; however, it's important to know that essentially all requirements of a type for something must be satisfied. A unit slot that requires an IFV and Tracked means you must make an IFV that is tracked. ### E2.3. TF Specializations Task Forces, that aren't the basic all-rounder, will have Specializations as an additional flavor to them. A TF typically may have only one Specialization, the amount is listed directly after the company leaders rank. Task Force Specialization options are listed on the far right where you will find their name, what they apply to, and what they do. Some Specializations will apply to specific slots with letters meaning to use them a unit would need to be taken in that slot. Note that Specializations are removed if a unit leaves the Task Force, these upgrades are Task Force unique. **Specializations are a requirement**, you must take one and satisfy it. ## E3. Classes Before setting fourth on filling your first TF slot it is important to understand the bones of a unit. Classes are the starting point for all units and come in many varieties with varying flexibility. Unit classes will provide the following: - **Name** - Used to identify the base of the unit. - **Force Strength** - Indicates the default FS of the unit before any upgrades that may adjust it. - **Armor** - Indicates whether a unit has an inherent armor value. - **Air Mobility** - Used to measure how capable a unit is to be airlifted. 'P' beside the class number indicates if it's paradrop capable, similarly an 'O' indicates if it's orbital drop capable. A unit that may be orbitally dropped may also be paradropped. - **Speed** - Indicates how fast a unit may move. - **Range** - How far a unit may attack it it has a base attack. - **Energy** - How much fuel a unit has before it runs dry. 'i' beside the number indicates Infantry Energy. - **Unit Upgrade Slots** - Indicates what upgrade types and how many of each a unit may take. - **Weapon** - Primarily flavor, just indicates a units default weapon. - **May Target** - Indicates what this units base attack may be spent on. - **Unit Special Rules** - Where the magic happens, this is rules specific to this unit. It should be assumed these are all inherent to the unit and don't take slots up. ### E3.1. Classification Many TF slots will require a unit be classified something specific such as Self Propelled Howitzer or Tank. Unit classification is the system of identifying what upgrades are on a unit to reclassify itself, the following is a chart to he used for this purpose. |Unit Type|Classification|Requirement| |-|-|-| |AMPV|Tank|Tracked/ Battle Cannon Primary| |AMPV|Light Tank|Classified Tank/ Armor of 1| |AMPV|Main Battle Tank|Classified Tank, Armor of 2-3| |AMPV|Heavy Tank|Classified Tank/ Armor of 4+| |AMPV|IFV|Battle Cannon or Autocannon Primary/ Troop or Cargo Compartment| |AMPV|APC|HMG, GMG, or Unarmed Primary/ Troop or Cargo Compartment| |AMPV|Assault Vehicle|Recoiless Rifle, Flamethrower, or Assault Cannon Primary| |AMPV|Assault Tank|Tracked/ Recoiless Rifle, Flamethrower, or Assault Cannon Primary| |AMPV|Tank Destroyer|Battle Cannon Primary/ Armor of 1 or less| |Any|Logistics|Able to carry 2 supply crates or fuel barrels| |LUV, Truck, or Aquatic Craft|Transport|HMG, GMG, or Unarmed Primary/ Troop or Cargo Compartment| |Any|Anti-Tank|Primary ATGM or Recoiless Rifle| |Truck|Heavy Transport|Any Vehicle Bed| |Aquatic Craft|Landing Craft|Any Vehicle Bed| |AMPV, LUV, or Truck|Air Defense Gun (Size)|Anti-Aircraft Guns Primary| |AMPV, LUV, or Truck|Air Defense Missile (Size)|Anti-Aircraft Missiles Primary| |VTOL|Transport|Able to carry 1 friendly infantry unit.| If a unit ever satisfies requirements for 2 roles then it may fill either. See your GM for any questions as they will make rulings to clear confusion. ## E4. Upgrades Shopping the store can be overwhelming, start yourself by setting a goal in mind. Tanks requires tracks and big guns but tank destroyers might be built for greater mobility. The unit upgrades sheet is split into multiple categories with easy links to jump between categories. Each category has multiple columns described here: - **Category Name** - The category name is listed followed by names of upgrades, whether or not an upgrade is an improvement to another upgrade, and flavor text. - **Compatibility** - A representation of upgrades or related things this upgrade must be paired with. - **Incompatibility** - A representation of upgrades or related things this upgrade may not be paired with. - **$$$** - Indicates the cost of obtaining the upgrade. - **Use CT.** - Indicates how many uses this upgrade has if it it's limited, often used for limited special munitions. - **Max CT.** - Indicates the maximum amount of duplicates of this upgrade you may purchase. - **May Target** - If relevant, will indicate what this upgrade may be targeted at. - **Description** - Where the majority of special keywords and important information for an upgrade will be displayed. ### E4.1. Veterancy Before seeking to upgrade a unit in your company it will be important to understand their veterancy. Veterancy is used to track how many upgrades a unit may have where the more seasoned a unit the more stuff you could stack on them to bring in. Upgrades will cost their own requisition points to earn as well, this system is purely to facilitate a cap for upgrades on new units. Units increase their veterancy by one after each campaign they survive or through extra training purchased with requisition points. When purchasing veterancy it must be purchased in order, you cannot skip and only purchase the final veterancy; furthermore, veterancy may only be trained one beyond the current status thus preventing any brand new units starting at maximum veterancy. Follow the chart below before for reference: |Veterancy|Req. Cost|Max Upgrades| |-|-|-| |Fresh Blood (FB)|0|2 Upgrades| |Seasoned (S)|2|4 Upgrades| |Old Guard (OG)|3|No Limit| Veterancy will only apply to upgrade slots listed available in the unit class; therefore, an AMPV being required to take a primary and propulsion upgrade will not account towards the upgrade limit. Remember that units who die but are rescued keep their veterancy, so work as a team and try to bring everyone home! ### E4.2. Compatibility and Upgrade Slot Requirements Understanding compatibility of upgrades is essential to creating a legal unit, see the Compatibility and Incompatibility column. Compatibility informs the user of what things this upgrade **must** be tied to; for example, if a weapon says it's compatible with tracked then it's **only** compatible with tracked units. If there are multiple compatible listing's made then as many of them as possible must be satisfied; for example, a unit that requires wheeled and tracked must be wheeled *or* tracked. A unit that requires wheeled, tracked, howitzer, and rockets must be any combination of that Primary and Propulsion type. Remember that if a compatibility for something isn't listed then there are no requirements to pair it with. Incompatibility is far simpler, the only important thing is that nothing Incompatible with an upgrade is used. Upgrade slots themselves are filled with an upgrade when one is purchased; however, some upgrades can be special and require multiple slots. If an upgrade states 'remove X slot' then it effectively takes up the slot its categorized in and also the slot listed, thus if you don't have the required slot to remove or its in use already then you cannot have this upgrade. ### E4.3. Tracking Unit Equipment It's important others, primarily the GM, understand what it is your unit has. When logging your unit for orders follow the pinned guide in channel very closely but here's some pointers. - Don't list available abilities, actions, and passives of your unit class, unless they're limited use which needs tracked. - If a vehicle, don't list your primaries abilities and the like just what primary you have and limited ammo if it has it. - Avoid descriptions of the ability, action, or passive in the orders screen, and preferably the dosssier as well, it saves on space. ### E4.4. Retraining Sometimes you might want to change an old unit into a new one but keep the veterancy, this is where retraining comes in. Retraining isn't limited to units of similar types so yes your elite fighter pilot could become an elite tanker. When retraining your old unit is completely deleted, upgrades and all, while you pay 1 requisition to transfer their veterancy to a new unit. The requisition cost of retraining is increased by 1 for units that start with the seasoned passive to ensure cheese cannot be conducted, thus regular infantry training into special forces costs 2 and is only worthwhile if they're veterans. Large Vessels are the one exception to retraining and are not eligible for it. ## E5. Final Notes & Conclusion Task Forces players have purchased and units w/ upgrades a player currently has will both be logged in a master sheet for tracking their goodies. The stuff a player keeps will be updated at the end and start of every campaign. Currently there are no limits on the amount of units you may save. At this point all the necessary information on unit creation has been covered. Now finish up your company and a dossier before getting yourself signed up for the next operation! The rest of this rulebook will cover more advanced rules that won't impact every unit or player; however, you are encouraged to skim the topics it may cover to **ensure** they don't relate to you. # F. Advanced Rules ## F1. Indirect Fire ### F1.1. Artillery Overkill Indirect fire weapons of any kind, including bombs, cannot kill units by default. The goal is a bit of a nerf to the lethality of the new artillery being introduced. Going forward a number of things will affect whether or not an indirect fire weapon kills a unit. To begin an artillery unit must be killing a unit, this means if your artillery fires it's Barrage last and is the one killing a unit it will have a less guaranteed kill, plan accordingly. When an indirect fire weapon would otherwise kill a unit a d20 roll is made, by default a natural 20 means the unit lives and a natural 1 means they die. This roll is only ever done once where every attackers damage past death is added up. If a natural 20 isn't rolled and the result is 1 <= the difficulty set then the unit is dead; however, if the result isn't as mentioned above then the unit lives on at 1FS. Before making the roll all units attacking will add their damage minus the targets current FS, this number is the difficulty target for living; consequently, more shooters hitting the guy then the greater chance they're dead excluding that Nat 20 life guarantee. The overkill roll is further modified by a number of other effects: |Effect|Modifier| |-|-| |Plains, highways, roads, otherwise open terrain|Add 3 to difficulty| |X armor|Subtract 3 from difficulty for each unit of armor the unit currently has.| When applying multiple modifiers the one that subtract from the difficulty will always be applied last while the difficulty will never go greater than 20; thus, a unit with 1 armor will only ever have a rolls difficulty set as high as 17. *Other modifiers may be hidden or created to flesh this out further at any time.* ### F1.2. Counter Battery When artillery shells land on friendlies in the future and the shooter isn't spotted a marker will be placed indicating where the shot came from into the hex. Multiple impacts can be used over time to predict an enemies position. Rockets are even easier to track through the air visually and so they may offer a more accurate direction to the target. Counter Battery radars will offer the shooting hex or neighboring hexes from which the rounds came. All these tools offer friendly units the chance to return fire and silence enemy guns. ### F1.3 Indirect Fire Damage Reduction. Whenever indirect fire attacks are made on a target that is not spotted by a friendly unit the damage is reduced; this is a representation of spotter BDA and bracketing shells onto target. Should it be night and the spotter doesn't see the target illuminated whether through a flare or night vision then the effect still applies. ## F2. Special Detection ### F2.1. Radar Radars are used to, typically, track distant aircraft. Radar tracks will be represented with unique pings through the fog of war so long as the radar has sight to a target. Radar tracks like anything else can be marked as enemy, friendly, neutral or unknown. Radar tracks become essential for allowing anti-aircraft weaponry to operate effectively. #### F2.1.1 Radar Warning Some units, primarily aircraft, will have warning systems indicating when they are radar pinged and then also locked on. Radar warning systems can reveal the radars location depending on the circumstances so be careful. Anti-Radar weapons do exist so be careful of weasels conducting SEAD. #### F2.1.2 Ground Radar Some units or equipment may have ground radar as a unique method of detection. Ground radar tends to have lower range than it's airborne counterpart but remains excellent at assisting flight and finding targets. Ground radar is especially at the mercy of Line of Sight and will benefit from more open terrain. #### Radar Bands Low vs Mid vs High ### F2.2. Sonar Sonar is primarily used for aquatic units to detect other surface and sub-surface aquatic units. Sonar falls into 2 categories, the active and the passive. Passive sonar is like quietly listening to sounds in a pitch black room and trying to discern what those sounds could be. Active sonar is similar to a radar just using sound instead of radio waves. Similar to a radar when a sonar is switched to an active search it immediately reveals yourself in an attempt to locate a threat. A good way of summing this up is that passive sonar is excellent for a silent submarine waiting to strike while active sonar is excellent for a loud ship trying to locate threats. ## F3. Transports ### F3.1. Towing Units Units with a Tow Hitch are capable of towing things such as other friendly units especially towed artillery. Towed units do not take up any sort of cargo space, they only occupy the hitch they hook up to. A vehicle with a tow hitch may spend their action to 'Hitch' up or 'Unhitch' a towed unit; however, before a towed unit may be towed they must be undeployed and ready to go. When hitching and unhitching a unit it must be done inside of the same hex as the unit being grabbed or released; however, you may spend 1 energy to perform 'Extended Unhitch' and drop them in an adjacent hex so long as the hex is open terrain. Units may not be towed through water. ### F3.2. Transportable Units Infantry units may spend their action to board a transport, taking a seat inside. To exit a transport an infantry spends 1 movement point to enter the hex the transport is currently in, placing them back on the board; consequently, infantry must double time to reach an adjacent hex after being unloaded. If a transports space is already taken up then the infantry is unable to board, similarly if a transport puts orders in to move before the infantry board they MUST note the infantry boarding or they are left behind. ### F3.3. Transporting Supply Supply may be offloaded or onloaded onto relevant transports for an action. Any amount of Supply Crates, Fuel Barrels, or other special logistics equipment may be onloaded when 1 action is spent. ### F3.4. VTOL Airlift Typical utility VTOL craft may airlift other vehicles or towed units with lift hooks so long as it's within their weight class. Hooking and dropping a unit is an action for the VTOL craft, both necessary for the transportation of a unit. Hooked units cannot be carrying units to prevent clown cars and they may not perform any actions, movement, or abilities until the VTOL drops them. When airlifting a unit a VTOL reduces its speed by 1 and may not fly in NOE flight. ## F4. Aircraft ### F4.1. Flight Profiles Aircraft have different flight profiles each with their own set of advantages and disadvantages. NOE (NAP Of Earth), Contour, Low, & High make up the four flight profiles ranked from lowest it highest in Altitude. Only VTOLs may fly in NOE flight by default, fixed wing aircraft either require an upgrade or are just incapable. Only Jet/thruster craft may fly at high level. #### F4.1.1 Transitioning Profiles An Ability, Action, or both may be spent to change your flight altitude. See the following: **Ability** 'Climb' - Increase flight profile altitude by 1 level. Consumes 1 energy. **Action** 'Climb' - Increase flight profile altitude by 1. Reduce move speed by 1 this turn. If both are spent then you may climb by 2 levels in a turn. Descending is similar, see the following: **Ability** 'Descend' - Decrease flight profile altitude by 1. **Action** 'Descend' - Decrease flight profile altitude by 1. Increase move speed by 1 this turn. Transitions may also be done through other abilities and actions for evading missiles and the like. #### F4.1.2 NOE Flight The absolute lowest you can go. At this altitude you are closer to a hovercraft than an aircraft. The following take effect during NOE flight: - Line of Sight is drawn through trees, buildings, and other tall things similar to ground units. - Non-AA Weaponry may fire on you at their normal range if they could otherwise target vehicles. - Radars have minimal signature on you. - Reduce speed by 1. Flying through forests, cities, and other tall terrain reduces speed by 2, minimum 1, with increased risk of losing craft to terrain. - Required for landing. - Unable to fly over mountains. - Unable to use lift hooks. - Dangerous in low light conditions such as night time. - Reduce speed on elevation increases. #### F4.1.3 Contour Flight A step above NOE where instead you'll follow the smooth elevation changes of the terrain instead of weaving inside of it. The following effects are applied: - Line of sight is still a factor at greater ranges. - Non-AA Weaponry, able to target vehicles, may fire on you at their normal range minus 1. - Radars have marginally degraded signature of you. - Required for landing. - Unable to fly over mountains. - Reduce speed on elevation increases. #### F4.1.4 Low Level Flight Low level flight is considered the lowest altitude you can fly level at without having to increase altitude to get over terrain. Normally low level is your typical travel profile. The following are true of this profile: - Standard radar signature for detection. - Increased visual detection range by 1. - Unable to fly over mountains. - Required for paradrop. - Ignore Zones of Influence - Ignore elevation changes. #### F4.1.5 Cruise Flight The typical commercial (cruise) profile for flight with the following rules: - Elevated radar signature. - Increase visual detection range by 1. - Increase speed by 1. - Increase weapons range by 1. - Able to fly over mountains. - Ignore Zones of Influence - Ignore elevation changes. #### F4.1.6 High Level Flight The highest level of flight reserved for. . . TBD, usage is banned rn. #### F4.1.7 Gliding In a situation where fuel has run dry or the engine has died its important to maintain composure. Gliding rules allow an aircraft to still safely move while not under power. Players may not intentionally initiate a glide, it is only possible should the craft somehow lose propulsion. The rules are marginally different between VTOLs and Fixed Wing craft. Start with the following checklist. 1. Once propulsion is lost the altitude is checked. If the aircraft is at Contour or NOE flight then the aircraft has just this one turn to perform some sort of landing or eject. Movement before either action is max speed 2. 2. If aircraft altitude was at or above low level flight then the player may reduce their speed by 1 and still move. They may no-longer climb but may still descend. Each turn they move they will decrease their flight altitude by 1 until they enter point 1s rules for Contour and NOE flight. Note, because altitude is reduced each turn of gliding at the end of a units turn then a unit ending its turn at NOE or Contour flight and not landing has effectively just crashed. Final notes: - Fixed wing craft incapable of rough field landings on plains must land at an airstrip or, with greater risk, a road. - VTOLs not landing in open terrain have increased risk of death. ### F4.2 Takeoff, Landings, and Energy. Aircraft actively airborne will still consume 1 energy if the unit doesn't move. Aircraft that start their turn out of Energy follow the gliding rules above in section F4.1.6. Units taking off only spend an Ability to do so; however, there are two types of takeoffs so see the following: - **Ability:** 'Fast Takeoff' - Enter NOE or Contour flight after takeoff, movement speed is halved rounded down for turn. Costs 1 energy as if units airborne unless it is a Fixed-Wing Aircraft taking off directly into the wind. - **Action:** 'Slow Takeoff' - Enter NOE or Contour flight after takeoff. Cannot move but doesn't cost energy this turn as if you're still landed. Under normal conditions VTOLs may land anywhere just with increased risk of death in built up areas. Fixed Wings must land at airstrips or roads with increased risk of death on roads. Similarly, Fixed wing craft capable of water landings are at increased risk in rougher waves typically found at sea, pay attention to the weather report for high winds often resulting in rougher seas. Landing is done with the following: - **Action:** 'Land' - Lands the unit in the hex they're currently over. Must be at Contour or NOE flight to land. May not immediately take off again same turn. Fixed-Wing Aircraft may uniquely perform a Fast Landing, but only when they land into the wind. - **Ability:** 'Fast Landing' - Land the unit in the hex they're currently over. Must be in Contour or NOE flight to land while moving into the wind. May not immediately take off again same turn. ### F4.3. Fixed-Wing Flight *Planned for v4* ## F5. Large Vessels *Planned for v4/v5* ## F6. Miscellaneous ### F6.1. Mobility Kills Sometimes units may be mobility killed, typically ground vehicles of some kind. When a unit is mobility killed it is unable to move until the damage is repaired. Mobility kills are repaired in one of two ways: 1. A unit capable of a 'Repair' Action may perform it on an immobile unit to both heal some FS and fix their mobility problem. 2. A unit may fix its mobility itself for a 'Repair Mobility' Action, see the following: **Action** 'Repair Mobility' - Reduce armor to 0 until your next turn. Costs 1 Energy. Mobility fixed next turn. Mobility Kills may come from more than just enemy fire. Some simple rain and soft turf might do the trick to get a unit stuck. ### F6.2. Para and Orbital Drops Dropping Infantry and other units from high altitudes can be a difficulty and uncommon feat. Only aircraft in the proper flight level with the proper equipment may paradrop units. Units being Paradropped or Orbitally dropped, under normal conditions, will start at half FS rounded down when dropped. At the start of the following turn after being dropped the unit will be at full Stength. Missing FS will still come to the unit if they take wounds, they just won't reach maximum FS; however, units that die at the low FS are in fact lost. Some units are capable of making this debuff more bearable or ignoring it entirely. In some conditions wind drift or other factors may apply to where units actually end up on a drop. These kind of deployments are a gamble so it's advised better trained troops clear landing zones first. Poor conditions can further delay unit FS recovery by another turn. Units may not normally transport another unit in a paradrop/orbital drop unless something else says otherwise; for example, an IFV can't carry infantry inside of itself on a paradrop. When units are dropped in they will be capable of performing a single action, movement, or ability; the following turn they return to behaving like a normal unit capable of multiple duties. Units capable of general paradrops are marked with a 'P'. Units marked with an 'O' for their Air Mobility Class are capable of orbital drops and paradrops. ### F6.3. River Units Aquatic Craft may move through or into hexes that include a small river; however, the unit cap is limited to 1 of them per hex in these small rivers. Similar to small rivers, bridges are capped at 1 aquatic unit per large hex with a bridge. Aquatic units must follow hex paths along the river similar to trucks following a road. ### F6.4. Minefields Minefields have a 1/3 chance of detonating whenever walked on with that chance increasing the more mines that exist. Minefields individually themselves only have a 1/6 chance of being removed following detonations leaving ordnance behind as friendly units stop. If a unit is aware a minefield exists, even in the middle of the turn, so long as someone detected it before they entered the hex they will stop short. Actions such as unhitching, refueling, repairing, rearming, landing, deploying, and many more may trigger the mines. Explosive munitions are capable of clearing Minefields but are by no means a guarantee. If a hex is fired upon by an explosive munition a roll will be made as if a unit entered the minefield deciding if mines to off. Certain mines may exist with increased chances of detonating, or even not detonating unless specific targets cross them; just consider these rules as a baseline. #### F6.4.1 Traversing Minefields Minesfields can be rough especially for units that move quite fast covering lots of ground; the following section focuses on methods of dealing with mines. Should a unit enter a minefield and wish to escape they may perform a "Retrace Steps" action seen here: **Action:** 'Retrace Steps' - Spend 1 energy and limit your speed to 1. Declare the direction you entered the hex from originally and move that direction to leave. Sometimes units may already be aware they are in a minefield or near one so they intentionally proceed slowly in a single, spread out, file; in this situation we'd perform a "Minefield Crossing" action seen here: **Action:** 'Minefield Crossing' - Reduce your max speed to 1. Move your platoon through a hex in a file at reduced risk of detonating mines; furthermore, should a mine detonate take reduced casualties due to the formation. Increased risk of wounded when attacked from the front due to enfilade fire. This action is not require for clearing minefields safely, a 'Clear Mines' action would be used there, *see EOD equipment for example.* Units with mine detectors may wish to stop whenever there is anything picked up by their passive detection, in this case they'd need to perform a "Mine Sweep" ability whenever moving seen here: **Ability:** 'Mine Sweep' - Stops movement the second a mine is picked up by passive detection. # Keyword Archive ## Passives ## Actions ## Abilities # Changelog