Tuesday, March 23, 2010

Battle Commentary

I received an email pointing out that the narrative format made it hard to see a difference between a SGII game and 40K. I guess, in a way, that is a compliment, and it isn't directly my aim to compare the two systems. I simply prefer SGII as a game, but confess to liking both the miniatures and background of 40K.

However, I thought I would just include a small commentary that might give a feel to how SGII works for those who are not familiar with it. My notes for the game do not generally include the actual dice rolls and scores etc, but there is enough information to reconstruct roughly what happened.

Firstly, just a quick summary of the game differences.

SGII uses alternate squad activation rather than the IGOUGO sequence of 40K. When activated, a unit can perform 2 actions: move, shoot etc. The major restriction is that no weapon may be fired more than once in a given activation. There is no inherent reason one is better than the other and both can certainly provide an interesting narrative. Particularly if you assume that in reality, many things that appear to happen sequentially due to game mechanics actually happen simultaneously.

To play the game solo, I use a chit pull method. In a cup, there is one red chit for each human unit and one for each alien unit including one representing all of the spore mines. When a chit is drawn, I activate a unit from the appropriate side. In this scenario, the aliens received one new unit at the end of each turn, so one extra chit was placed in the cup at the same time.

Thus, early on in the game, there were more human units that aliens, but as the game progressed the numbers balanced out. Similarly, when one unit was removed, or two units merged (as the two gaunts with devourers did late in the game) the number of chits is adjusted accordingly.

The other mechanic that needs mentioning is the opposed die roll. Various capabilities, such as troop quality, weapon firepower or armour class, are rated with a particular die type (d4, d6, d8, d10 and d12). Results are determined by rolling one or more of these dice against a target value set by rolling another die. For example, to convert a ‘hit’ to a ‘kill’ the target rolls a die matching its armour class and the firer rolls a die matching the weapon impact value.

I will begin the commentary at game turn 9, as this is where the crucial action is set up. The diagram below is an attempt to recreate the initial positions.

The tyranid forces are:

1 genstealers
2 termagants with fleshborers
3 termagants with devourers
4 hormagaunts
5 termagants with fleshborers

The two ‘S’ symbols mark approximately where the remaining spore mine nodules were and the ‘H’ marks where the hive node is.

Turn 9.

Cagney shoots at the genestealers scoring 2 hits, but no kills – ie suppression. Scott advanced towards the fleshborers in the archive and shoots with no effect. Flynn also advances and shoots with no effect. The fleshborers return fire against Scott with no effect. Fleshborers in the chapel shoot at Wayne with no effect. The devourers, who had two suppression markers, recover one suppression, but fail the other. Wayne shoots at some nearby spore mines and destroys them. The hormagaunts remove their suppression and advance towards the CP. Gable shoots at the devourers suppressing them again. The genestealers also remove their suppression and advance behind the hormagaunts. The HQ activates and runs away, also ordering Cagney to make a run for it, which they do and both exit the western side of their ruined building.


The apparent ineffectiveness of the shooting results from two factors. Both lasguns and fleshborers are some of the poorest weapons. The have quite low firepower values and quite low impact values. Most of the terrain is at least ‘cluttered’ and provides an added difficulty to the ‘to hit’ rolls representing obscuration and the buildings also provide a hard cover bonus to armour die rolls.

Shooting works using the opposed die roll method. First a range die is determined based, surprisingly, on the range between target and firer. In the case of the guard firing, the range increment is 8 inches, equel to their quality die type. So at 0-8 inches, the range die would be a d4, at 9-16 inches a d6 etc. If the target is behind some sort of concealment, the die is shifted up by one type. In this example, the range was probably just over 8 inches and the termagants were in a building, so the range die was a d8. The firer then determines their firepower. This is either the sum of the small arms firepower for the sqadd and/ or any support weapons. In the case of Scott's guard squad, there was 6 riflemen, each with a firepower of 1, and a plasma gunner. So the total firepower was 6x1 = 1xd6 plus a d6 for the plasma gun. To this, they add their quality die of a d8. So, I put 2x red d6, 1x red d8 and 1x green d8 in a cup and roll the dice. The red dice have to beat the single green die to have an effect. If one die beats the green one, the target is suppressed, if more than one, then you calculate hits and compare weapon impact vs target armour to calculate kills.

At the end of the turn, the platoon HQ was able to re-activate Cagney’s squad and have them run away from the genestealers. This is one of the features of the rules that I really like. Commanders command. They can spend one action to attempt to communicate with a subordinate unit and have it (re)activate. Because they have two actions, a platoon command can attempt to activate two subordinate squads. This is one of the main ways to differentiate forces – command density or span of command.

In this scenario, the Tyranids had no commanders, and so could not benefit from these extra activations. This will be described in more detail when I post the rules for the Tyranids.

Turn 10.

Gable fired at the hormagaunts shielding the genestealers with no effect (ie rolled tragically low). Wayne also fires on the hormagaunts and kills 1. Cagney uses 2 actions to keep running and makes it to the scriptorium. The genestealers charge Wayne (as he is now the closest enemy squad). In response, Wayne opts to voluntarily fail his reaction test meaning that his squad drops a confidence level (from confident to steady) and withdraws behind Gable. This also means he sacrifices the option to stand and shoot at the genestealers as they charge. Luckily for him, the genestealers roll quite low on the movement dice and do not make contact, leaving them in the open and surrounded by IG weapons. the fleshborers shoot at Scott and suppress his squad. The hormagaunts remove their suppression, but remain in location. The HQ attempts to activate Wayne’s squad again and has them shoot at the genestealers. It also tries to reactivate Gable, but fails the comms roll. Wayne scores 3 kills (the first against the genestealers) and they pass their reaction test.

Arguably, here, they might have preferred to fail and withdraw behind cover. Unlike the reaction to charging, the rules do not permit voluntary failure from shooting, but this ought to be considered.

Scott recovers from his suppression and continues shooting. The devourers recover one suppression marker again, but still have one. And Flynn continues to advance and shoot.


I fully expected the genestealers to reach the stormtroopers and wipe them out and it seemed, given the positions at the time, the most likely thing for them to do. in fact, at the beginning of the turn, I was concerned because there were three guard units well within range of the genestealers and it didn’t look likely they would all get away.

I did not note the exact distances etc, but the genestealers roll 2d8x2 for movement, giving them the potential to cover 32 inches. The storm troopers could not have been 20 inches away even after they withdrew a bit. This would have a significant effect on the battle as only the storm troopers were equipped with the melta-bombs necessary to destroy the hive node. Krak grenades have a small chance of succeeding.

As it was, the combination of firepower and a bit of luck saved the guard.

Turn 11.

Gable shoots at the genestealers and kills 4. They continue to stand/ threaten, but have 2 suppression markers in total. The hormagaunts charge the HQ, but don’t quite make the distance. Wayne shoots at the genestealers and kills the last ones. Cagney shoots at the hormagaunts, killing 1. The HQ orders Cagney to keep shooting and they take a shot themselves with no effect. Cagney’s fire kills another hormagaunt. Scott and Flynn and the fleshborers continue suppressing one another.


At this point, the genestealers are dead and the remaining 4 broods of gaunts are at less than half strength. The hormagaunts are in the open and will probably be shot to pieces before they can recover from their suppression and charge again. The other broods will stay hidden amongst the protection of the ruins but are too ineffective to stop the guardsmen from mopping them up.

Overall, I was pretty happy with how both armies played. The guards mostly stuck with the plan of using their firepower to suppress the tyranids and stop them getting close. The genestealers using the hormagaunts as a shield seemed likely and almost worked twice.

The dice seemed to work evenly against both sides. Early on, Scott’s squad kept rolling very low for movement and hence took far to long to get to the second mine nodule and when they finally did, they took three goes to destroy it, losing 2 or 3 guys in the process. (Sgt Scott was subsequently shot for incompetence) The spore mines themselves were not all that effective, apart from the lucky one that damaged Clarke’s Razorback leaving him at the mercy of the nearby hormagaunts. Their main job was just to slow down the guards and give them something else to worry about occasionally.

So, stay tuned for the actual rules.

Stargrunt Battle Report

Despite the best efforts of the Imperial Fleet, system defence ships and even merchant vessels, a few hive ships made it within striking range of the planets of the Anglia system. Thousands of mycetic spores rained down onto the planets. Local defence forces were quickly mobilised to try to clear the infestation before it could take hold.

This is one such battle.

“Right lads, gather ‘round. You have all seen the meteors. They are alien spores. The army is being dispersed to find them and destroy them. A meteor has been reported down in Aquila Square and we have been ordered into the city to clear it.” A murmur ran through the assembled platoon as the soldiers alternately expressed concern and bravado.

“Here is the plan” Lieutenant Robinson continued. “We will approach from the south in a rough line clearing the buildings as we go. The impact has damaged most of the buildings, so be careful.”

“Clarke and Gable, you will form our main fire line. The FSVs will advance north on either side of the square providing fire support. Bogart, your squad will be on the far right and you will clear the Shrine on the east of the square. Flynn, your squad will clear the Scriptorium on the west of the square. Scott, you will be the far left and clear along West St and then the Archive building to the north. Cagney, you will hang back in the centre as a reserve. And Wayne, you and your storm troopers will be the assault team. Once we find the hive, you will take it out.”

“Questions? Ok, mount up, speed is critical.”


Bogart and his men crept carefully through the Shrine, picking their way over the rubble. Unseen by Bogart’s men, a brood of termagants, that had emerged from the hive, scuttled into the ruined chapel directly north of the Shrine. Luckily, Corporal Gable, in his Razorback, detected the movement and turned his turret mounted twin heavy-bolters on the aliens, downing one of them. Corporal Clarke, in his Razorback, began picking off spore mines floating across the square.

On the other side of the Scriptorium, Sergeant Scott fired at a floating spore mine, causing it to explode. He then ordered his men to edge forward along the western wall of the Scriptorium. At the same time, Flynn and his squad climbed into the ruined Scriptorium and began picking through the rubble as another brood of termagants slithered out of the hive.


LT Robinson grabbed the vox and encouraged his men to push forward as rapidly as possible. Upon reaching the northern end of the Shrine, Bogart’s squad took up firing positions and destroyed yet another floating mine. On the other flank, Scott’s team ran toward the nearby spore mine nodule and dropped some krak grenades into its mouth destroying it with a satisfying bang. Flynn and his men clambered over the rubble to try and keep in line with Scott.

The second brood of termagants rushed towards the Archive building north of the square, while the first brood fired their fleshborers at Bogart’s men, killing one. Clarke responded with his heavy bolters and downed another two of the aliens, and Gable added his suppressive firepower. Meanwhile, Cagney fired at another pair of spore mines drifting across the square. Yet more termagants flowed out of the hive like ants.


Bogart’s men fired on and detonated another spore mine that emerged from a nodule in front of them, and Scott did the same, however, it did not explode. Flynn saw the mine and ordered his men to shoot at it too before it reached Scott’s squad. Cagney continued his long range fire at any spore mines that drifted into the open space of the square.

Gable engaged the termagants that were making for the Archive, catching them as they reached the protection of the collapsed walls. One of them didn’t make it. Lieutenant Robinson shouted into the vox for Flynn and Scott to get a move on before the critters could get established in the Archive. But they were still being held up by a couple of spore mines floating in the air between them and their objective. Both teams did, however, now occupy the northern wall of the Scriptorium and could at least bring fire to bear on the Archive.

Assessing that the hive node must be behind the Chapel, where both broods of termagants had come from, Wayne took the opportunity to advance up behind Gable’s Razorback, hoping for a chance to dash froward with his melta-bombs.

Clarke edged his FSV up to the corner off the Shrine and fired at a spore mine drifting towards Bogart. But the third brood of gaunts, armed with devourers, took the opportunity to rush towards a pile of rubble linking the Chapel to the Archive. The gaunts now formed a continuous line protecting their hive and a fourth brood, hormagaunts this time, scuttled out of the hive looking for something to attack.


The platoon seemed to be in a good position. Both large buildings had been cleared and the probable location of the hive had been identified. However, the gaunts had dug in amongst the rubble and would prove difficult to eradicate.

Gable turned his heavy bolters on the gaunts directly in front of him in the rubble. The explosive shells halted their advance and tore two of the bugs to pieces. The termagants in the chapel fired on Bogart’s men keeping them busy, but Clarke returned fire with his heavy bolters and swatted yet another bug. This didn’t stop the hormagaunts from rushing over the rear walls of the chapel ready to spring forward and carve up any humans they found with their scything talons.

Meanwhile, on the other flank, Flynn continued to shoot at the spore mines that kept emerging from the earth in front of them. Scott’s team also fired on the spore mines and, having cleared the area, advanced on the nodule. Cagney kept the square clear of mines by continuous fire and it seemed as if every one was firing in all directions.

But, still unobserved, another brood of hormagaunts, erupted from the hive, hungry and angry.


Gable kept up his fire on the gaunts at virtually point blank range and another two bugs were left nothing but pools of ooze amongst the rubble. Wayne joined in, firing on the chapel. Flynn took out yet another spore mine and Scott rushed to reach the now unguarded nodule.

The second hormagaunt brood rushed around the chapel, on the eastern side, heading straight for Bogart’s squad in the Shrine. The spore mines continued to drift around the battlefield, and, just as one of Scott’s troopers reached the nodule with a grenade in hand, one emerged and detonated right in his face. The two gaunt broods with fleshborers returned ineffective fire, and the devourer armed brood fired at Gable. The volume of fire from the devourers temporarily knocked out the FSV’s sensors.

The hormagaunts in the chapel then leapt the walls and charged directly for Bogart and his men. Luckily, they saw it in time and scrambled backwards away from the wall just in time at the gaunts stabbed at every gap with their long talons. Falling on their backs and kicking as fast as they could to escape, Bogart’s men fired almost blindly at the gaunts as they attempted to climb through the walls, and, unknowingly, managed to kill one of them.

Cagney maintained his clear-by-fire across the square, and Clarke, having missed the chance to shoot at the first group of hormagaunts, turned his guns on the brood east of the chapel and killed two of them. Lieutenant Robinson tried to encourage Bogart and Scott to keep pressing forward, but Bogart could only manage to keep firing at the gaunts only metres from his front. Worst of all, a brood of genestealers now climbed from the hive.


The rear group of hormagaunts, although taking heavy fire from Clarke’s guns, shrugged it off and remarkably leapt towards the guns reaching the cover of a pile of rubble in only a few bounds. The genestealers followed up behind the gaunts, using them as a shield. The gaunts in the Chapel, switched their fire from Bogart’s squad to he FSV only a few metres in front of them.

Recovering from the previous explosion, Scott sent another soldier forward to drop a grenade into the nodule, but he must have still been flustered as it did not go off. He was saved from disciplinary action by the mine that immediately popped out of the nodule’s mouth and exploded before he had a chance to look up. Flynn’s men, meanwhile, kept the gaunts in the Archive busy.

Cagney continued to fire at any spore mines that moved across his field of view, but some now drifted behind Gable’s FSV. Wayne saw this and turned his fire on the mine before it got too close. Gable got his sensors rebooted and, encouraged by Lieutenant Robinson, once again fired at the gaunts to his front and killed a further two. While Bogart’s men kept firing as fast as their trigger fingers will let them desperately trying to keep the hormagaunts out of the Shrine, but completely unaware of the genestealers advancing unhindered behind them.


The genestealers reached the Shrine and, climbing up and over the bodies of the hormagaunts, poured through the holes in the wall and onto the surprised guardsmen beyond them. With the benefit of the rubble for cover, the guardsmen briefly fought back, but, as they realised the hopelessness of their situation, and watched in horror as their squadmates were eviscerated around them, the last few tried to run. The screams did not last long.

The gaunts in the Archive fired on Scott’s men, still reeling from the two mines that had already hit them. The hormagaunts that had advanced on Clarke’s FSV, kept going and closed on Wayne and his squad, but he and his men turned to meet them and killed three of them with their concentrated hellgun fire. Gable also rolled forward and turned his turret towards the hormagaunts mowing down the remainder.

As yet more spore mines bubbled up from the remaining nodules, Cagney turned his fire on the Shrine suppressing the Genestealers. All these distractions allowed some of the mines to close on the Guardsmen. One detonated against the side of Gable’s Razorback, scaring the armour, but doing no permanent damage. Yet another one detonated amongst Sergeant Scott’s bewildered men, but the Emperor’s protection, and their armour, saved them. But, a third one detonated on the front glacis of Clarke’s Razorback, killing the driver. Corporal Clarke himself, jumped from the turret and began running back towards the platoon CP.

Lieutenant Robinson was on the horn again yelling at Scott and Flynn to pull their fingers out and clear the f#$king Archive building or he would shoot them himself. When, before his eyes, the brood of hormagaunts that had been chasing Bogart’s squad erupted from amongst the Shrine, leapt onto Clarke’s FSV and launched themselves at the running Corporal. No one saw him die as he was smothered by their claws and talons.

And, to make matters worse, the fourth brood of gaunts, that had emerged shortly before, scuttled over the rubble to reinforce their similarly devourer armed swarm-mates in front of the remaining FSV.


The situation now looked dire. Their right flank had been turned, as the genestealers wiped out Bogart’s squad and the CP itself was threatened. Flynn and Scott were making little progress against the spore mines and the termagants dug in amongst the ruined Archive building. And the direct route to the hive node was now blocked by fresh gaunts.

The hormagaunts, still covered in poor Corporal Clarke’s blood, launched themselves at Cagney’s squad guarding the CP. The brick walls of the ruined building provided some protection, but the guardsmen were forced back. However, their firepower must have surprised the gaunts because, inexplicably, they turned around and bounded back towards the Shrine.

Meanwhile, after another ear-bashing from the LT, Sgt Scott once again shot the nearby mines and attempted to get to the nodule. This time, the krak grenade went off and turned the nodule into a smoking crater. Corporal Gable once again turned his guns on the devourer armed gaunts in front of him. The remaining troopers and gaunts exchanged fire with little changing. However, ominously, the genestealers were seen moving around inside the ruined Shrine.


Sgt Cagney ordered his men to fire everything they have at the genestealers, and they were lost in a cloud of smoking rubble. Flynn and Scott, no longer held up by mines, advanced on the Archive building and fired continuously on the gaunts huddled amongst the ruins. Gable continued to fire at the gaunts between the two buildings, and Wayne exchanged shots with the remaining brood of gaunts in the Chapel. But the firepower was too dispersed and the hormagaunts once again crept towards the CP providing a screen for the genestealers that skulked out of the Shrine behind them. In response, the HQ and Cagney’s squad began a hasty withdrawal in an effort to avoid the same fate as Bogart.


Gable turned his turret and fired at the hormagaunts, but his shots went wild. Wayne fired on them too, and the extra experience of his storm troopers paid off as they downed one of them. Under the protection of this volume of fire, Cagney’s squad managed to make it all the way back to the Scriptorium. Again, the battle for the Archive building continued with shots exchanged on both sides.
Confronted by the storm troopers, the genestealers did what they do best and charged Sgt Wayne and his men. Whether it was training, or whether it was fear, they quickly fell back behind the cover of Gable’s FSV. But, LT Robinson noticed they were advancing more cautiously than normal and ordered Wayne and Gable to stand and shoot while they were in the open and crossing the square.


Gable kept firing his twin heavy bolters until the barrels were close to melting, but it was having the desired effect of both slowing down the genestealer advance and cutting them down. Wayne and his men added the firepower of their hellguns and the plasma gun to this wall of lead. When the smoke cleared, all of the genestealers were lying in shattered pieces. The hormagaunts flung themselves towards the platoon HQ, while it was otherwise distracted directing the fire of the platoon. Cagney’s squad, now occupying the eastern wall of the Scriptorium, stopped their charge with well timed fire.


With the principle threat of the genestealers eliminated and only small groups of gaunts huddled amongst the ruined buildings. The platoon quickly regrouped and destroyed the hive node before it had a chance to convert more biomass into additional alien constructs. The mission was successful, but at considerable cost. Fifteen men were dead, only two of whom had enough body parts to be buried, and one Razorback Fire Support Vehicle was badly damaged.

The men were too tired to celebrate, and were not given an opportunity do so anyway. Not every search and destroy mission had been a success. The remainder of the platoon were soon re-deployed to counter the emergence of an expanded alien threat. The fight for the Anglia System


I have played a similar scenario before that pitted Space Marines against a similar Tyranid force. However, this is the first time I have used Tyranid rules based on the latest codex. The primary changes are that the gaunts no longer have the ‘without number’ special rule and the refinements to the ‘instinctive behaviour’ rule. The specific rules and the conversion to SGII will be described in a separate post.

The Tyranid force was deliberately quite light. Anything more difficult would have been impossible for the light infantry of the Guard to deal with. The Genestealers were as destructive as expected and the only hope the Guard have against them is to keep them suppressed so they can not engage in close combat. The lack of any Synapse creatures limited the flexibility of this Tyranid force and the ability of the Guard platoon HQ to focus sub-units and keep the pressure on the Tyranids proved critical. Firepower was subdued in this scenario because almost every unit made use of the prevalent hard cover. However, I am concerned that the Guard still lacks sufficient firepower. Particularly if they are faced with larger creatures.

Sunday, March 14, 2010

Stargrunt House Rules

Close Combat

Close combat is initiated in the same way as in the standard rules. However, once the two squads have made contact, the outcome is resolved differently. Instead of pairing off individuals, the combat is resolved on the basis of whole squads, in a similar manner to shooting, using opposed die rolls.

The attacker rolls at least 2 dice; the quality die for the squad and a melee die determined by adding the melee values of the close combat weapons carried by the squad. In addition, he may roll extra dice if the squad includes any special melee weapons. Unlike ranged combat, extra dice can be rolled in close combat if the squad’s melee score exceeds 12 by a whole die. For example, a 10 man squad equipped with melee value 2 weapons could roll a d12 and a d8. However, the extra score must be a whole die type, not rounded to the nearest die type as the initial die is.

The defender rolls the quality die for the defending squad. In the first round of close combat, the defender gains a +1 die shift if they are in position or in cover. This does not apply in subsequent rounds. The quality die of the attacker and/ or defender is shifted down if their morale is below steady: shaken = -1, broken = -2 and routed = -3.

If none of the attacker’s dice beat the defender’s then his attack has been ineffectual. If a single die beats the defender’s then no casualty is scored, but the defender adds 1 to his threat level when taking a reaction test at the end of the combat round.

If two or more of the attackers dice beat the defenders die, then the attack has potentially caused some casualties. Add all of the attacker’s dice and divide this total by the quality die type of the defender to calculate the number of potential hits. Any remaining points represent the chance, using the defender’s quality die, of an extra potential hit. For each potential hit, make an opposed die roll comparing the damage of the attacker’s weapon to the armour of the defender.

These casualties are not actually removed until the combat round is completed. That is, casualties are able to contribute to the combat in the round in which they were incurred.
The process is then repeated with the defender taking the roll of the attacker and vice versa. Once both sides have determined how many casualties they inflicted on the other side, these casualties are allocated as for allocating casualties from direct fire.

Reaction tests are then made as in the standard rules to see if the combat continues or one side breaks off. Note, the morale effects are applied to the quality die as above. If a squad withdraws as a result of the morale, the opposing squad has the option to pursue (based on rolling its own movement die) and if it catches the retreating squad, a further round of CC is fought taking into account the new (lower) morale of the withdrawer.

Voluntary Withdrawal

There are occasions where it might be preferable to voluntarily withdraw from close combat either before it begins, or after a round. A player may opt to voluntarily withdraw instead of attempting a reaction test to stand and receive a charge, or to remain in the combat. If this option is taken, the squad in question withdraws a combat move and incurs a –1 drop in confidence. The opposing squad(s) left in the combat automatically occupy the vacated position (if desired).

Multiple Squads in Close Combat

There will be many situations where multiple squads are engaged in the same melee. In many cases, squads can simply be paired so that there are a number of one on one combats. However, at times, one squad will be left engaged by two or more enemy squads. In these circumstances, the single squad should split its attacks between its enemies. For example, if squad A of 10 men, is attacked by squad B of 8 men and squad C of 6 men, squad A will make one attack with 5 men against each of the other squads. It will still take a reaction test using the total number of casualties scored against it.

Bikes and Cavalry

Some troops are mounted on horses, bikes or some other sort of beast. They are treated as infantry when fired at by small arms and support weapons, and class 1 vehicles when fired at by heavy weapons. They have an armour class calculated as for infantry. They are also able to engage in close combat as infantry do.


Many sci fi settings include monsters and vehicles that could be described as mechs. Such models are treated as vehicles for the purpose of ranged combat. That is, they have a size and armour class etc. However, they are able to engage in close combat.

When attacking in close combat, they use their quality die as normal and they will usually be equipped with one or more specialist close combat weapons and hence will roll multiple support dice as well. When defending in close combat, they multiply their quality die roll by their size modifier. Hence, larger mechs will be harder to damage in close combat.

Unlike ranged fire, normal squad weapons can damage mechs if they first score enough to beat the mech’s defence die and then beat its armour die which is multiplied by its armour class. It will usually take another mech with a heavy melee weapon to bring down a large mech.

Multiple Weapons

As noted above, mechs may be equipped with multiple weapons, both close combat and ranged. In close combat, the extra weapons simply add to the number of dice the mech rolls to inflict hits. In ranged combat, the mech can fire one or more weapons at a single target as one action, and then any remaining weapons at the same or a different target as a second action.

Cover and Concealment

The standard SG rules apply a range die shift and an armour die shift for cover. In fact, cover and concealment are two different effects. Concealment, representing some form of partial obscuration, provides a +1 range die shift for shooting and spotting. Cover, representing some form of actual protection, provides a +1 or +2 armour die shift for soft and hard cover respectively.

Night Fighting

Some battles will be set during the night or low light. This may have an effect on the ability of some troops to spot and hence target the enemy. Troops that are not equipped with specialised night vision equipment (most aided and enhanced vision and all superior sensors will include night vision capabilities) are penalised by giving the target a +2 die shift to avoid being spotted.

Friday, March 12, 2010

Clone Wars Ships

In response to a question posted to TMP, I have uploaded the following Full Thrust ship SSDs. These were created in about 2008 and were based on the models produced by wizards of the coast. Because the models are themselves physically quite large, I allocated them quite a lot of mass just in case I ever decided to use them with my standard GZG fleets.

The games were intended to be an introduction for players who had never played FT before. Hence, I did not inlcude any fighters. The SML launchers on the Republic ships were intended to replace their capacity to launch fighter based assaults.

I did not do a Trade Fed carrier because I wanted the two fleets to play slightly differently.

Trade Federation Destroyer (#33)
Mass 140
NPV 467

Trade Federation Battleship (#37)
Mass 330
NPV 945

Republic Star Destroyer (#6)
Mass 200
NPV 654

Republic Cruiser (#11)
Mass 121
NPV 395

Republic Assault Ship (#5)
Mass 204
NPV 663