ranged fun:maps missions campaigns
[[ranged_fun:maps_missions_campaigns]] last edit on
Feb 5, 2007
6:40 PM
by marasmusine
MAPS AND MISSIONS
This is the procedure for setting up the game:Glossary:
`Non-Viable Units` are those that have BOOMED or have all stats (disregarding Armour or VSRF) reduced to 0.
`Defensive Deployment`: A defensive army deploys his units in one table quarter.
`Offensive Deployment`: An attacker deploys within 3 spaces from one table edge.
Unless otherwise stated, the two armies deploy at opposite ends of the table.
EACH PLAYER ROLLS d44 FOR AN OBJECTIVE.
11) Hold Ground: Defensive deployment. This objective is completed if you have double or more points worth of viable units than each enemy team's viable units in your deployment zone.12) Defend Installation: Defensive deployment. Place a structure in your deployment zone. This will either be a command post (ARMOUR 1 STRUCT8) or 1d3 civilian buildings (ARMOUR 1 STRUCT 4). This objective is complete if the structure is not destroyed or captured by the enemy.
13) Counter-Strike: Defensive deployment. Although on the defense, the enemy has left their assembly-zone poorly defended. 50% points worth of your army must leave the map at the enemies deployment zone to complete this objective.
14) Survive: Defensive deployment. In this scenario, the troops have priority over the land they are defending. 50% points worth of your army must be viable by the end of the game to complete this objective.
21) Cleanse: Defensive deployment. Your objective is to retain your current table quarter whilst also securing an adjacent quarter. A quarter is captured if you have more points worth of units in it than enemy units combined.
22) Break Enemy: Offensive deployment. Simply render non-viable 50% points worth of an enemy army to complete this objective.
23) Destroy Installation: Offensive deployment: If a defender has set up any buildings, then you must destroy them. Otherwise see Defend Installation above to see what buildings must be placed by the enemy in his deployment zone.
24) Advance: Offensive deployment: The area must be captured without being damaged. If you have more points than the defender in their deployment zone by the end of the game, then this objective is completed.
31) Take And Hold: Offensive deployment: If a defender has any installations set up, then any one of them must be held at the end of the game. If there are no installations, place a single civilian or military building in a defenders zone.
32) Break-through: Offensive deployment: The enemy is blocking the only access to the real target. 33% of your points must leave the map at the enemy deployment zone to complete this objective.
33) Wetwork: Offensive deployment: Pick one enemy army at random. From that army, select one unit at random. This unit must be rendered unsalvagable (i.e. BOOMED). If it is only rendered non-viable there is still a 1 in 4 chance that the individual in question has been killed.
34) Artefact aquisition: Offensive deployment: A valuable item must be aquired and returned to your deployment zone. The current location is unknown. Each building outside of your deployment zone may be searched by spending a turn adjacent to it. The item will be found on roll of 4 on 1d4. If it's not there, move on.
41) Foil: Offensive deployment: Select an enemy team at random. You will score your objective if that team has not completed their own objective at the end of the game. If their objective it to see your objective foiled, then reroll both missions at the beginning of turn 4 unless you like unravelling paradoxes.
42) Excavation: Defensive deployment: Also place down an extra unit randomly somewhere in your deployment zone to represent an excavation unit. Move 3, Armour 2, SRF 0, LRF 0. At the end of each turn, roll 1d4. On a roll of 4, the excavation is complete and this unit must move off your table edge to complete the objective. It may move before this, but you can only roll for excavation if the unit is on that spot at the end of your turn.
43) VIP Detail: Defensive deployment:
44)
Next, each player decides his army composition. Decide a points value for the game, and pick units from the chart above.
Skirmish: 100 points.
Battle: 150 points.
WAR: 200 points.
It is now time to place the units. Each player simply takes it in turn to place a single unit down into their deployment zone.
Finally, roll once on the RANDOM THINGS chart, and you are ready to start. To determine who has first turn, roll a die or argue over it, with attacking armies having priority.
RANDOM THINGS
Roll d4- Roll d4 on the Environment table.
- Roll d4 on the Objectives table
- Roll d4 on the Tactics table
- Roll d4 on the Misc table.
Environment Table
- Night Fight. SRF is limited to range 1. LRF is limited to range 2-7.
- Boggy nasty muddy ground. All movement is reduced by one, to a minimum of one, in all non-deployment spaces. If everyone is defending, then the whole map is boggy.
- The whole map is on a big hill. Pick a random map edge. Units cannot spend their entire movement travelling in that direction as it is now severely uphill. E.g. a move stat of 4 means that at most, the unit can go 3 spaces in that direction per turn. On the plus side, units can now shoot over other units downhill.
- The Gate: The map has an impassable wall running from the center of one board edge to the other, broken by a single accessable space. This can be represented by a river with a bridge, or a wall with a gate or whatever.
Objectives Table
If there is a single bonus objective it is placed at the center of the board. If there are mutiple bonuses, each one is placed at the center of a random table quarter.
- Personel Aquisition: There is a single civilian, representing a scientist or spy or somesuch. He or she will move in a single space in a random direction at the beginning of each players turn. The first player to move a unit onto this bloke will get a bonus objective worth $ 5d4*10.
- Geofront: This must be held at the end of the game to gain a bonus objective worth $ 5d4*10. Furthermore, units can enter the subterrain area. This is treated as an imaginary space under the map. It takes a units entire movement to move in and out of this space. No line of sight can be drawn to this space, so units there can only be attacked with VSRF.
- Repair Depot: Capturing this will yield an extra 15 repair points at the end of the mission.
- [need an entry]
Tactics Table
- Here comes the cavalry: Only one defending unit is on the board at the beginning of the battle. The other units arrive at the rate of one per turn, from the edge of the defenders deployment zone. If there are no defenders, then this applies to all the armies.
- Camouflaged Defenders: Defenders on the board at the start of the game are represented by counters. The counters are revealed if they move, shoot, or an enemy unit moves into SRF distance. If there are no defenders, then any attacker has the option to camo their units.
- Paradrop: Select at random one army which contains infantry. Infantry in that army are not set up at the beginning of the game. Roll 1d4. They arrive in that turn. Place them anywhere on the map. They may not move or shoot that turn, but may go on overwatch. If no army has any infantry, then one unit from each army may paradrop. Yes, even if it`s an Ogre.
- Battle Orders: At the 4th turn, select one player at random. That groups employers have radioed in a new set of orders: Re-roll their mission objective.
Misc Table
- There are d4 units of civilians cowering here. Players take turns in placing them anywhere within a defenders deployment zone. If there are no defenders, they may be placed anywhere outside of the attackers zones. They are on permament overwatch and will attack anyone who moves into an adjacent space. If fired at, they will immediately return fire if SRF, or move directly away if LRF.
- Nuclear Core. At the center of the map is a radiating power installation. This is very dangerous. Any units moving adjacent to it take one point of damage on a random stat. This may hammer the unit. The Core has Armour 3, Damage 8. If it is destroyed, it wipes out everything within 5 spaces.
- Armed Posts: Both command posts and civilian buildings on the map have a SRF of 2, representing machine-gun posts. They stay in play until the building is reduced to rubble. If there are no buildings then each player gets a `machine-gun nest` civilian building to place in their deployment zone.
- Landmines: No-mans-land is littered with 4d4 landmine counters. Players take it in turns to place counters outside deployment zones (or anywhere if all armies are defending). Any unit entering a landmine zone removes the counter and takes a strength 3 attack.
Game Length
This is not fixed, but depends upon the whims of the commanders. Any player may, at the beginning of their turn, attempt to end the game. The player rolls one die. On a 1, the game may end. Any other player may attempt to counteract this by rolling another 1 on one die. This represents the army commander radioing in for support causing the opponents to withdraw, or the assassination of the opposing army commander causing the enemy to break.Regardless of the reason, no more turns are played, and each player sees if their objectives are met. From this it will be clear if the game is a win, loose or draw.
To avoid the chance of the game ending immediately, players can only start to `radio in` at the beginning of the fourth turn.
HOLDING OBJECTIVES
At the end of the game, a building is held under the following conditions, in order of priority:- An infantry unit occupies the building. Only infantry units can occupy the same space as a building.
- An infantry unit is adjacent to the building.
- Any other unit is adjacent to the building.
CAMPAIGN PLAY
Each player simply starts with a skirmish group worth $1000.This army roster will be used for a sequence of games.
During games, any unit may leave the map by moving of the edge.
At the end of the game, units that have gone BOOM are removed from the army roster.
Any units that survived or left the map may be repaired.
Each army gets 15 `repair points` between battles. Each point raises a units stat by 1. Stats cannot be raised beyond its original value. Repair points not used are lost.
Between battles each army also gets $150, plus $150 for every objective completed in the last battle. These do not have to be used, and can be accumilated over the campaign.
They can be spent to gain new units. For example, with $150 you could buy three militia units. To buy anything bigger, you would need to either complete objectives or save up.
Keep track of how many battles each unit has been in.
Once a unit has been in three battles, it gains a veteran skill on the d44 table below.
Once a unit has been in six battles, it gains another veteran skill.
The campaign continues until it becomes boring, or until there is a clear winner (e.g.all but one army has been reduced to a few militia units :)
VETERAN UNIT SKILLS:
11) Damage Control: When Total Armour = Total Strength, this unit has 25% less chance of taking 1 damage. (E.g. only damaged on a 4 instead of 3-4)12) Close Quarters Training: Unit may make one extra VSRF attack when its movement is 0.
13) Targeters: When damaging an enemy, the target takes one extra damage point to a maximum of 3.
14) Explosive shells: When an enemy is damaged, split each damage point up against individual random stats. (Gives better chance of hammering!)
21) Fire Control: Adjust the SRF range from 3 up or down one space for this one unit.
22) Missile Pack Training: Unit gains an additional VLRF of 1. Must be fired seperately to any other VLRF weapons, but can be fired as well as.
23) Penetrators: When Total Armour = Total Strength, this unit has 25% more chance of causing 1 damage (E.G., damages on 2-4 instead of 3-4)
24) Reactive Armour: When damaged, takes 1 less damage than normal, to a minimum of 1.
31) Advanced Radar Training: Unit may ignore enemy units for targetting purposes.
32) Geurella Fighting: This unit may move an additional space as well as going through cover. This can be used before or after moving through cover.
33) Snipers: Unit gets to add one to the attacking die roll during opportunity fire.
34) Piloting Training: If the unit moves in the same direction for the entire turn, it may move an additional space in that direction.
41) Anti-Infantry Grenades: Unit gains a SRF attack of 1. Must be fired seperately to other SRF weapons, but can be fired as well as.
42) Support Fire: Instead of firing, this unit may add support fire to a friendly units shooting. As long as the target is within both firing unit`s line of sight and both can use the same range band, the firing unit gets +1 to its Total Attack.
43) Keeps It`s Cool: When this unit is hammered, it can still move.
44) AI targeting: When this unit is hammered, it may still shoot.