Tuesday, 5 May 2015

Generic D10 based wargames rules


A Hundred Wars V2
Rationale
In search of a simple yet effective generic combat simulator? This isn’t it, but it’s better than nothing. With these rules you should be able to play any scale, troop-scale, ground-scale, time-scale, basing, and period or genre figures against any others. They don’t need to be organised to the same conventions.  It’s up to you to buy unit factors that reflect your idea of how things should be. Sample units are suggested later. Die rolls are always made with d10. If there are any decimal fractions, round scores up to nearest whole number.


Units
All figures are grouped into units. Units can comprise as few or as many figures as you wish.
All units have factors. These are – Move, Fire, Range, CQB, and Armour
Units may have several different Move modes for different modes of travel. Units may have several Fire and Range values to reflect various weapon combos.
In addition, units may have specialisms such as Orders for command units, ECM for ECM units, Psi for Psionic units etc. Units designated as large are considered to be one elevation higher for shooting and shooting at.

Groups
Friendly Units in base to base contact are called groups. These will follow the same orders, move together and fire at the same targets when possible.  When factors differ either use a separate roll for the differing units or use the lowest unit factor in the group.
For example - a unit of tanks are escorted by infantry. Although the tanks are faster, use the infantry Move factor to keep the group together. When firing, you will want the extra firepower of the tanks to make a difference, so use separate Range and Fire factors.

Blinds
Each unit or group is represented by a token or blind. Spare pips can be used to bring new blinds onto the table each turn. These may represent real or imagined units or groups and must be replaced with the real units or groups if they received a successful attack, are contacted by enemy units or groups or blinds or, removed if they are imaginary.

Pips
Pips are rolled for at the beginning of each player’s turn.
Pips can be used to send, change or remove a move marker on a unit or group or bring a new blind onto the home table edge.


Terrain
Each player may choose up to 1d10 pieces of terrain.
When a unit enters or fires into a terrain piece roll 1d10

Mode
Easy 1
Hard 2-7
V.Hard 8-9
Ground
Open Ground
Any open or soft Terrain
Rivers, dense terrain or obstacles
Underground

Hard Rock formations
Faults, Chasms
Sea
Open water
Strong winds or currents
Reefs, Mangroves
Stars
Open space
Dust clouds, atmospheres
Meteor fields
Sky
Open air
Strong wind
Severe storms



A roll of 0 indicates the terrain is impassable at this time and place.
All terrain pieces in the home quarter are rolled for prior to deployment. Fortifications and settlements are good going inside if uncontested by enemy. Crossing into or out of them is good going if at gates or roads uncontested by enemy. Crossing under enemy resistance is 1 level harder than the rolled for terrain value. 


Setting up
Players roll 1d10. The low scorer chooses the first piece of terrain and places it; the high scorer chooses the second piece and so on.  The high scorer chooses their table edge. The low scorer gets the opposite edge.


Turns
Each Turn all sides roll 1d10
High scorer is Player 1 Low scorer is Player 2
For each following action Player goes first followed by Player2, Player 3 etc.
Phase 1 - Rolls for Orders,
Phase 2 - Places blinds
Phase 3 - Places Move counters
Phase 4 - Fires at any blinds / units in range
Phase 5 - Moves all units with Move counters


Orders
Cost- Orders 1d10   10 pnt per
Range = 1d100 (x2)
If they roll below their Orders value they get the lower number of pips otherwise they get their full allowance.

For 1 pip you may:
Place one blind within your quarter of the table.
Issue, remove or change a Move counter.
For 1 extra pip you may change a Move order during move.
If Score is <Orders then that many pips are available,
If Score >= Orders then use full allowance.

For each pip a blind can be placed on the home quarter or a move arrow can be issued, removed or changed on a unit within Range.

Account for intervening terrain – use worst case.
If Terrain = Easy then Range= Range
If Terrain = Hard then Range = Range /2
If Terrain = Very Hard then Range = Range/10


Movement
Cost - Move 1d100 (1-100 cms) - 1 pnt per 1st Mode, 2 pnts per 2nd Mode, 5 pnts per 3rd Mode, 10 pnts per 4th Mode.

Modes – Ground, Under Ground –Tunnelling, Sea, Sky and Space

Once under a move order, a unit must roll and move each turn.

Roll 1d100. If Score <= Move, move Score cms
If Score > Move, move Move cms
Terrain = Easy, Awkward or Impossible
If Terrain = Easy then Move = Move
If Terrain = Hard then Move = Move /2
If Terrain = Very Hard then Move = Move/10
Round scores up to nearest whole number.


Space Movement
In space, move rate increases or decreases by roll. 
 So if Moving at 80, and the next turn 60 is rolled then new speed is 140.
Or 80 – 60 = 20
If figure is minus unit is stationary.


Movement at depths and altitudes
Movement can take place at 3 depth levels underground and in the sea and at 3 altitude levels in the sky.
Movement from one level to the next is at ½ Move rate.



Firing
Cost - Range 1d100(x2cms) – 1 pnt per  Fire 1d100 – 1 pnt per    Armour 1d100 – 1 pnt per
Direct – Line of sight is needed. Target must be in range. Units may not fire over/ under other units unless on a different elevation or using indirect fire. The firer may select any visible units as targets.
Indirect – Spotter is needed within range of firer and within line of sight and range of the target, ignores Hard terrain.

Homing – Costs x 10. Must be fired with spotter or line of sight, reduces very hard terrain and ignores hard terrain  
       
In order to fire at a target one must first be able to bring any weapons to bear. This is reflected by the Range roll. A successful Range roll means the target is spotted and weapons have been ranged correctly, bringing fire onto the target. Weapons can reach from 0 – 200 cms reflected by the Range roll being doubled (1d100 scores 2-200) If a doubled Range roll is less than the distance to the target the target is not sighted well enough to fire effectively. Otherwise the fire is placed effectively and damage is rolled for.


Target Choice
Units will fire based on the following priorities.
1st – Enemy in contact
2nd – Enemy firing at self if visible
3rd – Enemy engaging friends
4th - Closest unengaged and visible enemy


Good Hits
A doubled Range roll that touches the target causes a Good Hit and leads to the Fire Value being doubled.


Effects of Terrain
Firing from Ground / Sea surface to 2 levels deeper requires Homing weapons or Fire factor over 60 pnts. Firing underground requires Homing weapons. Firing two levels higher counts as V. Hard terrain. Another method is to buy weapons systems as units and move them individually, to culminate in a ram or suicide attacks, effectively replicating homing missile attacks.
The Range roll is halved when firing through Hard terrain and divided by 10 when firing through Very Hard terrain. This means that the more developed spotting systems will be more able to engage targets in cover.


Causing Damage – Fire and Armour Rolls
In order to cause damage one must first defeat any cover or armour of the target. A successful Fire roll is where the score on a 1d100 is greater than the enemies Armour roll. A Fire roll above the Fire factor is equal to the Fire factor. An Armour roll above the Armour factor equals the Armour factor.
If the Fire roll is higher than the Armour roll then the difference is done in damage. If the Fire roll is double the Armour roll then the target is destroyed.

When damage is taken, deduct the damage from the unit’s Armour, Move, Fire or Order and reduce the point value of the unit accordingly. Damage is allocated by the unit’s commander if the Damage roll is even and by the firing player if the Damage roll is odd.  Once the unit reaches 0 in Armour it is considered destroyed by any further damage. Units with full Armour of 10 or less are assumed to have all round armour of the same value for free. Indirect  ‘Good Hits’ and hits from  two elevations higher, or attacks from below ( such as mines) will do double damage unless the target is either ‘Mine Proof’ or has bought ‘Top Armour’. These cost the same as normal Armour. Units hit from the flank will have half their normal armour and a quarter of their armour on the rear unless they buy ‘All Round Armour’ at double the usual cost. Units may optionally have the bulk of the armour at the rear.

Turrets are assumed to have the same armour in the same positions as the main body of the unit although the bulk of the armour will usually be at the front and occasionally top armour is neglected. Imagine a WW2 bomber; the crew, engines etc. are armoured from the rear but the turrets may have their armour to the front.

If Terrain = Hard then Damage = Damage/2 – Ignored by Indirect and Homing Fire
If Terrain = Very Hard then Damage = Damage/10 – (Damage/2 for Homing fire)


Close Combat (CQB)
Cost - CQB 1d100 – 1 pnt per
Immediately any time enemy units come into base to base contact each unit rolls 1d100.
If the roll is less than the CQB factor then use the rolled score, otherwise use the CQB factor. Where more than one unit is present from either side, total scores are cumulative. Subtract the lowest scorer from the highest scorer. The difference is taken as damage to the lowest scorer. Units contacted where their armour is weakest, or from above or below (unless armoured in those places) take damage at the winner’s full CQB factor.

Ram / Suicide Attacks
A unit may enter into CQB and ram or self destruct. A ram attack uses the Armour factors of both parties as pure damage against the other.  A Suicide Attack uses the combined speed of both units (movement towards each other is added together, movement of the target away from the attacker is subtracted) as a mutual fire factor.  Roll using this Fire factor against Armour to ascertain damage.


Winning and losing
Once every unit from all but one side is off table or when all sides agree the game is over. The side that has received the most damage is the loser.


Repair Bonus
For campaigns – At the end of a battle roll 1d100 for each damaged unit and restore any damage points up to the 1d100 score. The loser rolls 1d100 (any others roll 2d100) and may use this to further repair damaged units, replace destroyed units and create new units. Each roll of 100 allows 1 point to be added to any one unit.


Captures
The losing team may attempt to destroy any stranded units by rolling under their own Fire factor and exceeding their Armour factor. Any non-destroyed unit left on table by a non-winning player at the end of a game that has 0 Move points and 0 Fire points will be captured. The winner may claim any captured units and add them to their forces, repairing them with their end of battle repair bonus or use 10% of the captured unit’s remaining points value to add to the repair bonus pool (the unit is then discarded).

Specialities

Orders
This speciality has been dealt with earlier as it is fundamental to the game operation.


Mobile
A unit may have its Move cost multiplied by 5 to either reduce V.Hard Terrain to Hard or to reduce Hard terrain to Easy. Move cost is multiplied by 10 to reduce both. This represents specialised troops /training such as Mountain troops or High Mobility vehicles.


Psionic
A psionic unit (or a magic unit) is purchased in the same way as the Orders speciality.  Pips are purchased for 25 pnts each and Range is purchased at 1 pnt per cm. Pips are one use only, once per phase and may be used to simulate any other speciality and thus may be expended at the appropriate phase in the turn including during the enemy’s actions since psionics may be used to place, move or remove enemy move orders, fire or cancel the fire from one enemy system, reroll any 1 die, cancel an enemy psionic pip or reveal an enemy blind up to the maximum range paid for.


Teleport
During the movement phase a teleport unit is able to transfer up to 1d10 units to any point within its range or to any point within the range of another teleport unit within range.  By using a chain of teleport units it is possible to transport units vast distances. Teleport units pay 25 pnts for each unit capacity and 1 pnt per cm range. To transport a number of units roll 1d10; the score must equal or exceed the number of units transported. Any units not covered by the die roll are suspended in ‘buffers’ until a future roll is made, the result being the maximum number of units that can be released from the ‘buffers’. Teleport units can teleport each other but not themselves and must include any suspended units in their roll. Several species have tried walking teleporters across the battle field in this way with entire armies held in ‘buffers’. The consequences of a teleporter taking a bad hit in these circumstances can be disastrous. Great fun can be had teleporting a teleport unit into the midst of an enemy, collecting some hapless units and teleporting them somewhere nasty. Beware, a clever enemy can take control of your teleporter using ECM and use them to get to your lines.


ECM
ECM is used to block enemy signals and interfere with enemy electronic systems. ECM costs 25 pnts per factor up to 10 and 1pnt per cm range. By successfully rolling the ECM factor or less on a d10 in any phase, ECM can be used to:


Cancel a new enemy order or order change issued with in range.

Remove 1 d10 pips from any enemy commander within range but not to less than 2.

Combat an enemy ECM attack. Roll below your ECM and also beat the enemy’s ECM roll.

Hijack a teleporter – Send units in buffer back to previous teleporter and roll d10 to materialise that many units.

Disrupt Homing Weapons - Roll below your ECM and also beat any enemy ECM roll to restore cover bonus to friendly units in Range currently under homing weapon attack.

Disrupt a teleporter – Prevent 1 d10 units from being de-materialised.

Combat an enemy ADS (Active Defence System). Roll below your ECM and also beat the enemy’s ADS roll to reduce the ADS by the difference.


ADS (Active Defence System)
An ADS is used to intercept incoming large shells, missiles and aircraft. They tend to be automated but can be used to engage other targets too. Any incoming attack (weapons fire passing within the ADS unit’s range) with a Fire above 35 can be intercepted within range. Cost 25 pts per ADS point, 1 point per Fire factor and 1 point per cm range. Roll below your ADS and also beat any enemy ECM roll to reduce the firepower by ten times the difference. Against enemy units, use Fire attacks as usual.


Field Repairs
Costs 10 pnts per factor up to 10. Roll below factor on 1d10 to repair 1 point per turn during Fire phase. Must be in base to base with unit being repaired. A result of 10 indicates no further repairs can be made on that factor. Includes medical function.



Sample list and Costing

Colonial forces

C19th Century Mars Mining Expeditionary Company (1705pnts)
HQ Sir General Woolley Cardigan Jnr & staff. (104pnts)
Move
Ground 10(10pnts)
Orders
5( 50pnts)
Range
30cm (15pnts)
Fire
8(8pnts)
Range
6cm (3pnts)
CQB
12(12pnts)
Armour
6(6pnts)

9x Infantry Co. (64pnts) each
Move
Ground 10(10pnts)
Fire
16( 16pnts)
Range
20cm (10pnts)
CQB
20(20pnts)
Armour
8(8pnts)

3x Missile Battery (110pnts) each
Move
0(0pnts)
Fire
45( 45pnts)
Range
120cm (60pnts)
CQB
0(0pnts)
Armour
5(5pnts)

3x Steam Moles (90pnts) each
Move
Underground 10(10nts) Ground 10(20pnts)
Fire
0(0pnts)
Range
0cm (0pnts)
CQB
20(20pnts)
Armour
40(40pnts)
Each mole can carry one infantry Coy.
4x Gatling Battery (86pnts) each
Move
Ground 3(3pnts)
Fire
30( 30pnts)
Range
60cm (30pnts)
CQB
15(15pnts)
Armour
8(8pnts)

Martian forces

14th Resplendent Empire (1769pnts)
Tilas of Lars – Prime Sword. (93pnts)
Move
Ground 10(10 pnts)
Orders
4( 40pnts)
Range
30cm (15pnts)
Fire
0(0pnts)
Range
0cm (0pnts)
CQB
16(16pnts)
Armour
12(12pnts)

6 Shimmer Class Light Wings (85pnts) each
Move
Air 40(40pnts)
Fire
10( 10 pnts)
Range
30cm (15pnts)
CQB
10(10pnts)
Armour
10(10pnts)

3x Tribal Sith Riders (126pnts) each
Move
Ground 15(75pnts) Mobile - hard to easy
Fire
10( 10 pnts)
Range
16cm (8pnts)
CQB
15(15pnts)
Armour
18(18pnts)

12x Maldian Guard Blades (59pnts) each
Move
Ground 10(10pnts)
Fire
10(10 pnts)
Range
6cm (3pnts)
CQB
24(24pnts)
Armour
12(12pnts)

Great Dragon Battery (80pnts)
Move
Ground 10(10pnts)
Fire
25( 25pnts)
Range
50cm (25pnts)
CQB
10(10pnts)
Armour
10(10pnts)



Holocene Predators
Dumb Ass Dino Bird (43pnts)
Move
Land 20 (20pnts)

Fire
0 ( 0pnts)

Range
0cm (0pnts)

CQB
15 (15pnts)

Armour
8 (8pnts)





New Kingdom Egyptian
Archers +Reed Boat (55pnts)
Move
Water 15 (15pnts)
Land 10(20pnts)
Fire
5 ( 5pnts)

Range
10cm (5pnts)

CQB
5 (5pnts)

Armour
5 (5pnts)







Undead Fantasy
Skeletal Centaur Archers (45pnts)
Move
Land 15 (15pnts)
Fire
5 ( 5pnts)
Range
10cm (5pnts)
CQB
10(10pnts)
Armour
10(10pnts)






ACW
Union Militia (43pnts)
Move
Land10 (10pnts)
Fire
10 ( 10pnts)
Range
16cm (8pnts)
CQB
10(10pnts)
Armour
5(5pnts)





WW2
M5 scout Tank (85pnts)
Move
Land 15 (15pnts)
Fire
20 ( 20pnts)
Range
20cm (10pnts)
CQB
15(15pnts)
Armour
15(15pnts)






21st Century
Heavy Bomber B1B (815pnts)
Move
Sky– 90 (90pnts)
Fire
60( 600 pnts) Homing
Range
200cm (100pnts)
CQB
0(0pnts)
Armour
25(25pnts)






26st Century
Mecha (365pnts)
Move
Land 20 (20pts)
Fire
60( 60pnts) Indirect
Range
100cm (50pnts)
Fire
40( 40pnts)
Range
120cm (60pnts)
CQB
70(70pnts)
Armour
65(65pnts)




32nd Century
Sentient Light Ship – Unbound Joy of Manifestation (630 pnts)
Move
Space +/- 80 (80pnts) sky 80 (160)
Orders
9( 90pnts)
Range
200cm (100pnts)
Fire
80( 80pnts)
Range
160cm (80pnts)
CQB
70(70pnts)
Armour
70(70pnts)



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