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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