STRIKER II INTRODUCTORY INFANTRY RULES Introduction Task Based Action Resolution Rule 1:Basics Game Scale Die Rolling Conventions Scenario Set Up Rule 2:BATTLEFIELD Terrain Rule 3:GAME MANAGEMENT No Referee Sequence of Play Rule 4:FORCES Composition Unit Cards Rule 5:COMMAND CONTROL & COMMUNICATION Command & Control Communication Rule 6:MOVEMENT Allowances Terrain Effects Movement Effects on Fire Other Movement Actions Movement Markers Rule 7:DETECTION Visual Rule 8:COMBAT To Hit Damage Effects Morale List of Counters Required CREDITS Design Stephen Madjanovich Playtesting Ron Belanger, Steve McKenzie, Julian Nicholson, Chris Renaud, Robert Ross Copyright 1991 Stephen Madjanovich Portions of this work are taken from Traveller, Megatraveller, and Striker materials and are copyright 1981, 1987 by GDW, Inc. Introduction Striker is a set of rules for science fiction ground combat using miniature figures. The rules are presented here in a form which can be used with only a map, some paper, and pencils. This allows players to use these rules with Megatraveller adventures, or as a stand alone combat system. If you are interested in miniatures see the section at the end of the rules titled 'An Introduction to Miniature Gaming'. The science fiction background of Striker is drawn from the universe of Traveller. All weapons and military technology described in Traveller and Megatraveller are included in Striker. These rules may be used in conjunction with Traveller or by themselves; no familiarity with Traveller is required. In Striker, as in Traveller, technology is rated by tech levels; these rules cover weapons and equipment ranging from tech level 5 (about World War I) to tech level 16 (the level of Traveller's Imperium). Present-day Earth is about tech level 7 or 8. The rules of Striker are divided into introductory and standard sets. The introductory rules, presented here, are intended to introduce players to the concepts, and procedures used throughout the game. The standard rules will expand upon these to detail all areas of conflict resolution. Ground, air, naval, space, and small scale skirmish actions will be covered in lavish detail. Campaign rules to allow players to integrate Striker into a Megatraveller campaign or to fight an extended miniatures campaign, and rules for designing vehicles and heavy weapons will round out the standard rules. Task Based Action Resolution In the introductory game there are only two actions that require a dice roll to resolve success. These are hitting a target with direct fire, and checking a unit's morale. Both of these use a simplified version of Megatraveller's task based action resolution. Briefly the procedure is as follows: Tasks are shown thus; Difficulty, offensive modifiers, defensive modifiers Difficulty: This gives the modified dice roll (two six sided, or 2D6) required to achieve the desired results. The possible difficulties are; simple: 3+, routine: 7+, difficult: 11+, formidable: 15+, and impossible: 19+. Sometimes this value is variable, such as with the to-hit roll. Here the value varies with the range to the target, movement of the firing unit, and the number of troops firing. At other times there is a modifier to the difficulty base. With morale a DM of +1 is applied to the dice roll before any other modifiers apply. In all cases a table of modified dice rolls and the results obtained from the rolls will be given. Where there is a modifier such as in the case of morale this is not added to the roll before consulting the table. The table has the modifier built into the results already. Offensive Modifiers: These are modifiers based on conditions occurring at the time of the roll. They are added to the dice roll resulting in an increased chance of success. Defensive Modifiers: These are similar to offensive modifiers but are subtracted from the dice roll, thereby decreasing the chance of success. Rule 1:Basics The introductory Striker rules assume an Earth like environment, a breathable atmosphere with the same pressure, temperature range, surface gravity, and approximate planetary size. Advanced rules will deal with the effects of different planetary characteristics on the game. A: Game Scale: Striker uses the following scales. 1. Soldiers: Each soldier is considered as a separate entity. Where miniatures are used each miniature represents one soldier, or weapon. 2. Distance: All distances are given in meters. Work to the scale of the map if one is being used. A superimposed grid on the map or game surface of 50 m, (square or hex) can be used to help aid movement and distance calculations. If English measurements are more convenient to use, multiplying distances given in meters by 0.04 will give the value in inches at a scale of 1:1000. 3. Time: One turn equals 30 seconds of real time. B: Die Rolling Conventions 1. Required Throw: If only a number is stated, it must be rolled exactly. A number followed by a plus (such as 8+) indicates that that number or greater must be rolled. A number preceded by a minus (-6) indicates that that roll or less results in that effect. Two numbers separated by a dash (#-#) or stated as # to # indicate rolls in that range give the result. 2. Number of Dice: A dice throw uses two six sided dice. 3. Dice Roll Modifier: (abbreviated DM) are always preceded by either a plus or minus. Thus the notation DM+3 indicates that three is added to the die roll before it is compared to the required throw. When a die roll modifier is called for, the dice are rolled and the modification made to the die roll before consulting the appropriate table. C: Scenario Set Up: The scenarios provide you with a map of the battlefield, forces involved, and playing time. The grids on the maps represent 50 m intervals. Rule 2:Battlefield A: Terrain 1. Clear is open ground presenting no blocks to line of sight. 2. Hill contour lines represent 3 m elevation changes. 3. Forests are areas of undergrowth with trees up to 12m high. 4. Buildings Each floor is 3 m high, sloped roofs add one floor high for line of sight purposes. When using miniatures buildings represent built up areas. 5. Water obstacles, such as rivers or lakes, are blocks to movement for foot troops unless stated in the scenario. However,they are treated as clear for line of sight and movement of Grav equipped units. 6. Roads: Roads are improved paths through other terrain types. Rule 3:Game Management A: No Referee: The introductory game assumes no referee. 1. Limited intelligence: Troops that have not yet been spotted are held off the map/table (see hidden & concealed, rule 7A2,3). Their positions are indicated by using counters to represent each fire team. The counters are 1/2" square, and marked (on the back) with the unit ID. Dummy counters equal in number to real units are also given to each player. When the unit is revealed by detection remove the counter. If it represented an actual unit, that unit is placed on the map/table. At times, it may be useful to roll dice to determine if an unrevealed unit has been hit by fire, in order to avoid giving the firing player any information about the enemy unit. B. Sequence of Play: Each turn is divided into five phases. At the beginning of the game, one player (or group of players) is designated the first player, the other is the second player. Throughout the rules, the terms friendly and enemy phase (movement phase or fire phase) are used. For the first player, the friendly phases are the first player movement and fire phases (phases 2 and 3), and the enemy phases are the second player movement and fire phases (phases 4 and 5). For the second player the opposite is true. Each turn consists of the following phases: 1. Command Phase: In the introductory game the only activities in this phase are rally checks (rule 8C5) 2. First Player Movement Phase: The first player moves his teams. (rule 6) 3. First Player Fire Phase (rule 8) a. The first player's troops which did not move may fire. b. The second player's morale checks. c. The second player's teams fire * d. First player's morale checks. e. The first player's teams fire ** f. Second player's morale checks * Increase the difficulty profile if the team moved last turn. No fire is allowed if it moved and is using heavy recoil weapons or if it failed morale in step b.. ** No fire if the team failed morale in step d. Increase the difficulty profile if the team moved in phase 2. No fire is allowed if it moved and is using heavy recoil weapons. 4. Second Player Movement Phase: The second player moves his teams. (rule 6) 5. Second Player Fire Phase (rule 8) a. The second player's troops which did not move may fire. b. The first players teams check morale. c. The first player's teams fire * d. Second player's morale checks. e. The second player's teams fire ** f. Second player's morale checks * Increase the difficulty profile if the team moved in phase 2. No fire is allowed if it moved and is using heavy recoil weapons, or it failed morale in step b.. ** No fire if the team failed morale in step d. Increase the difficulty profile if the team moved in phase 4. No fire is allowed if it moved and is using heavy recoil weapons. Note: The fire steps in a fire phase are not simultaneous, if a team is affected by the results of the previous fire, or morale check step, the results are applied at the end of that step. Rule 4: Forces A. Composition: The basic building block is the infantry fire team. It is composed of four soldiers, any number of which may be members of a weapon's crew. Teams are organized into higher level units, as outlined below. Where a team contains an officer or NCO, that trooper is considered to be the first member of the team, and the team is called a 'leader team'. If the first trooper of a leader team becomes a casualty, that team is no longer considered a leader team for all purposes. A team's morale is its ability to stand up under fire. Poor quality troops average about 4, very high quality troops can go to 13. Its initiative is an indicator of degree of motivation of its troops. In the introductory game there is only one quality level of force (it corresponds roughly to conscript value in the standard game). 1. Unit Organization: a. Squads: Three teams make up a squad. Two have morale values of 5 and low initiative. The third team has average initiative, a morale value of 7 and contains the squad NCO, making it a leader team. The two low initiative teams are under the command of the average initiative team. Types of teams may be mixed within a squad. For example; a squad might consist of two infantry teams, and a team with weapon crew of two and two infantry men. b. Section: Two squads combine to make a section. One of the two average initiative leader teams is considered to contain the section NCO. That team is in command of both squads. c. Platoons: For every two full sections you get an additional team, for a total of 13. This one has the platoon officer. It has high initiative, a morale value of 9, and commands the other twelve. One of the two section NCOs is considered the platoon senior NCO, and should be noted as such. If the platoon officer is lost the platoon senior NCO may command the platoon. d. Company: A company consists of from two to five platoons and has a command group of one team for two platoons, and an additional team if over two. The first of these has the company commander. It has high initiative and a morale of 11. It commands the entire company. The other contains the company senior NCO. That team has average initiative, a morale of 11 but only may command any single section (or platoon if that platoon's officer is lost). That section is still under the command of its' platoon officer. B: Unit Cards: After a player's force is organized, its characteristics should be recorded on cards for easy reference during the game. One card contains the information for a platoon. The card contains an entry for each trooper in the team, their position if a leader, weapons crewman, or radio operator, the weapon they are carrying (including ammunition type), and the armor they are wearing. In addition, the morale, initiative, and identification code of each team appear on the card. The information provided for weapons, and armor is copied in the section at the bottom for ready reference. If a trooper becomes a casualty the easiest method is to draw a line through their entry. A master card is provided in the pullout section. It may be copied as needed. Each scenario provides information on the forces involved. The information provided should be copied onto the cards. Rule 5: Command Control & Communication A. Command & Control: In the introductory game low, and average initiative troops must be led by teams designated as their leader (see rule 4A1) in order to perform as the player wishes. 1. Requirements: In order to lead, a leader team must a/ be in communication with the soldiers being led (see 5B). and b/ have a line of sight (see rule 7A1), or be within the command range to the soldiers being led (see below). 2. Command Ranges: a. NCOs Squad: Teams within a squad must be less than 100 meters from their leader team. This applies even if the leader is also a section or platoon NCO. Section: Section NCOs have a command range of 200 meters to the other NCO in the section. The same applies for platoon NCOs when they are considered as section NCOs. Section NCOs may still lead all teams in their section if those teams are within 100 meters. Platoon: Platoon NCOs have a command range of 400 meters to the other section NCO. They may lead all squads in the platoon if the squad NCOs are within 200 meters. Individual teams may be led directly if within 100 meters of the platoon NCO. The intent of this rule is to allow senior NCOs to take command of troops whose normal leaders have become casualties or gone out of sight or range of their superiors. To lead troops they must normally be under the NCO's command. Section NCOs command all troops in their section, platoon NCOs can lead any teams in the platoon. For example; If the squad NCO is lost, any leader wishing to take command of the squad must be within 100 meters of the remaining stands. If the section NCO is lost, the new leader must be within 200 meters of the remaining squad NCO, and 100 meters from the teams the section NCO had in their squad. b. Officers: Officers have a command range of 400 meters. This applies to subordinate officer and NCO teams (platoon and/or section). Officer teams may lead any team but an officer senior to them. c. Effect: If low initiative troops are not being led, the only actions they will perform (and must perform) is i/ fire at any enemy troops in LOS and within 100 m, and ii/ perform actions mandated by adverse morale check results. Average initiative troops, and low initiative troops within 100 m of them, are treated the same but may fire upon the enemy at any range, or not, as they desire. High initiative troops may move and fire without restriction. Because of these restrictions each side in a game must have at least one high initiative (officer) team, even if they don't comprise a full platoon. B. Communication: In order to control their forces, officers and NCO teams must be in communication. Teams can signal the presence of the enemy, allowing other teams to react, if they are in communication. There are several means possible. Teams cannot react to events they can't see unless they are in communication with ones who can. For example, if a team does not have LOS to an enemy unit moving along a gorge it cannot move to a position where it would unless it is in communication with both a) a team which can see the enemy and b) its own leader. Even if the team wishing to move was a leader team it would still have to be in communication with the spotting team as it cannot 'read minds'. Note if the team sighting fires non-laser or gauss weapons (since these are silent), other teams (friendly or enemy) can react to that, and move to investigate, etc. 1. Direct Verbal Communication: This includes hand signals and verbal commands. Any two teams which are touching are always in communications; any two teams connected by a chain of touching teams, up to 250 m long, are in communication. Finally, any two teams which can see each other and are within long range (250 m) of each other are in communication. 2. Radio: teams equipped with radios are in communication with each other as long as both are within the stated range of each other's radios.At tech level 5 each company has one radio , usually with the company commander. At tech level 6 each platoon officer also has a radio. Between tech levels 7 and 8 section NCOs also have a radio, and above tech 8 each soldier has their own radio. Rule 6: Movement Teams move and conduct various movement-related operations during their own movement phase. All teams have an allowance expressed in meters which may be used for movement or related operations. Movement operations are; movement, setting up heavy weapons, changing concealed/ hidden status. A. Movement Allowances 1. Personnel: Infantry has a movement rate of 50 m per turn if walking, and 100 m per turn if running. In the introductory game only troops in battle dress (powered armor) may run, and may do so every turn. 2. Grav: Infantry wearing grav belts move like grav vehicles. They have three listed speeds: maximum, cruise, and NOE (nap of the earth), and three flight modes: high, terrain following, and NOE. Maximum speed is 300 kph or 2500 m per turn. Cruise speed is 225 kph or 1875 m (round to 2000 m) per turn. NOE speed is 40 kph or 333 m (round to 350 m) per turn. a. Maximum Speed: This is the fastest speed a team may travel. It may use this speed only in high mode. A team traveling at maximum speed may not make any changes of direction. b. Cruise Speed: This is the fastest the team may travel in terrain following mode. While traveling at cruise speed the team may turn as much as it desires. However each turn regardless of the size of the turn consumes 10% of the team's movement allowance. c. NOE Speed: This is the fastest the team may travel in NOE mode. When traveling at NOE speed teams may turn without limit. d. High Mode: A team in high mode is at least 10 meters above the highest terrain feature on the battlefield. e. Terrain Following Mode: A team in terrain following mode is following the contour of the land, and is always 10 meters above the terrain feature (ground, trees, building, etc.) which is directly beneath it. f. NOE Mode: A team in NOE mode is flying close to the ground, dodging around terrain obstacles rather than flying over them. It is considered to be 4 meters above the ground. g. Popup: A grav team which is stationary in it's movement phase may execute a popup. It rises straight up to whatever altitude it wants and drops back down in the same turn. B. Terrain Effects on Movement: Terrain affects the movement ability of teams differently depending on the terrain type and mobility type of the team, as noted below. 1. Clear flat terrain has no effect on movement. 2. Hill Contours: For every three contour lines infantry crosses in a movement phase subtract 10 meters of movement. Grav equipped troops in high mode are unaffected. Movement is deducted after the third contour line is crossed. This allows some teams to just cross a contour line. Movement is lost going up-hill only. Slopes where the contour lines are less than 3m apart are considered prohibited to foot infantry movement, either going up or down. 3. Forest: Personnel, whether on foot or wearing grav belts move through forest at double cost. Grav teams are unaffected when flying over forest in terrain following or high mode. 3. Water Barriers: Streams, rivers, lakes, and pools of water constitute water barriers. Personnel on foot may cross water barrier only at bridges and fords. Movement at fords is 10 meters per turn. Personnel with grav belts are unaffected when flying over water barriers. 4. Buildings: Units adjacent to buildings may enter in their next movement phase. Units may ascend or descend one level (floor) in each of their movement phases. Teams exiting buildings may move up to their full movement allowance that phase. Only grav equipped units may exit a building at levels other than ground level. 5. Roads: Roads are treated as clear terrain for movement purposes. Hill contours still affect movement, however. C. Movement Effects on Fire: Whether a team moves may have an effect on its ability to fire in subsequent fire phases (see rule 8). D. Other Movement Actions: These include setting up weapons (see 8A1ii), and changing status (7A3). 1. Crew Served Weapons: Some crew served carried weapons require time to ready them for firing. This is the SET UP value listed for the weapon, and is the number of friendly movement phases required. No movement or fire is allowed while a weapon is setting up. The same amount of time is required after a weapon has set up to ready it for movement again. If a weapon has a set up value of three, it is ready after having spent three friendly movement phases in the same position. It is treated as moving for combat and spotting during those phases. 2. Personnel and light weapons in concealment may choose whether they are hiding or concealed. The decision is made in a team's movement phase and applies until its next movement phase. Teams which are hiding may not be spotted. If already spotted before becoming hidden, their position remains known as long as they do not move; use a 'live' counter. Hiding teams may not spot, fire, or perform any other activities requiring observation of the area; they are keeping their heads down. If a team is concealed and becomes suppressed, it immediately hides. E. Movement Markers: It is often necessary to remember whether a team moved in order to determine movement effects on firing and spotting; the easiest way to maintain a record is by using a small marker placed on or beside the team. The marker is placed at the end of the phase the team moved in and remains until the beginning of the next friendly movement phase. Markers may be made from half-inch cardboard squares (boardgame counters are useful for this). Markers indicate a team's movement status, and flight mode; NOE, terrain following, high flight, popup if grav equipped. The simplest course is to make a marker only when it is needed. Rule 7: Detection A. Visual: Due to constraints imposed by weapon ranges and time, the primary limitations on visibility will be blocks to the line of sight, and target concealment. With miniatures a ground scale of 1:1000 does not allow many gaming tables to cover an area more than 3000 meters long, well within normal visibility ranges. Visual sighting is also called spotting. 1. Line of Sight: A team, in order to be able to see another team, must trace an unblocked line of sight. The line of sight is a straight line from one team to the other. It is interrupted by any terrain feature directly between and of a greater height than both teams. If the teams are at different heights a terrain feature higher than the lower team will not block line of sight if; the feature is closer to the higher team than one quarter the distance between the teams. Example: the distance between the two teams is 400 meters, one team is on a hill 15 meters high, the other in the second story of a building and is therefore 6 meters high. Any terrain feature greater than 16 meters high will block the line of sight. Any terrain feature whose height is equal or less than 15 meters will not block the line of sight if it is within 100 meters of the team on the hill. Finally, any terrain feature less than 6 meters high will not block LOS. The actual game heights of teams and obstacles are listed in rules 2 and 8. Most of the time, whether the line of sight is blocked can be determined by examining the teams on the battlefield. The following features may affect the line of sight, either by blocking it or by determining the altitude of a team. a. Teams: Teams do not block line of sight. b. Hills: Hills block the line of sight as above. c. Forests: Forests block the line of sight, with certain modifications. Targets in the outer 30 m of forest or within 30 m of other teams in forests are in concealment terrain. Targets further in are hidden. Teams in forests are protected from observation from above. d. Buildings: Buildings block the line of sight. Troops in buildings may be able to see over obstacles because of their higher positions. Buildings are 3 meters tall per story; a soldier on the third floor of a building would therefore be 6 meters above the ground. 2. Concealment: Personnel and light weapons are concealed if they are in a forest, or building. Concealment reduces the ranges at which targets may be seen. Teams in concealment may still spot. 3. Hidden Teams: Personnel and light weapons in concealment may choose whether they are hiding or concealed. The decision is made in a team's movement phase and applies until the next movement phase. Teams which are hiding may not be spotted. If already spotted before becoming hidden, their position remains known as long as they do not move; use a 'live' counter. Hiding teams may not spot, fire, or perform any other activities requiring observation of the area; they are keeping their heads down. If a team is concealed and becomes suppressed, it immediately hides. 4. Spotting Procedure: Targets are seen automatically at certain distances. These are based upon the status of the target, and whether the sighting unit moved or not. No team may be spotted beyond the maximum range for targets of its size. For infantry and light crew served weapons this range is 5 km (plus appropriate signature modifiers). Teams which have not been spotted by the enemy may be kept off the board; their possible positions (and movements) should be indicated by using markers on the battlefield in place of the team. The players should also have a number of dummy markers at least equal to the number of 'live' ones to confuse the enemy. If an unspotted team wants to spot it cannot be a dummy, and is identified as real. Unless it is spotted it does not have to reveal itself. Visibility Ranges Target Status Visibility Range (meters) (infantry) Sighting Unit Status : Stationary moving Moving in (NOE or Foot): open 3000 2000 concealment 1000 500 performing a pop-up* 500 500 * from a hidden/stationary position in concealment Target in woods (below canopy or during winter/spring) Moving in Dense woods 100 100 Light woods 250 200 Stationary in Dense woods 50 50 Light woods 100 100 Stationary in: open 1500 1000 concealment 100 100 Airborne: high 5000 3000 terrain following (based upon terrain below) forest 3000 2000 open/river 4000 2000 building; 1 story 2000 2000 2-3 stories 3000 2000 4+ stories 5000 3000 If the target fired last fire phase add; signature: low 0 0 medium 1000 500 high 2000 1000 Rule 8: Combat All combat is divided into three steps. First, determine if the target is hit. If a team was hit what was the effect. Finally if casualties were suffered check the morale of troops affected by them. A:To Hit 1. Direct Fire: Direct fire is aimed at targets the firing team can see. a. General: Check to see if the following apply to the attack. 1. Who may be attacked: In order to be attacked, a target must be in the line of sight of the firing team(s). It must also be spotted before the current fire phase although it may presently be hidden or concealed. In a team's friendly fire phase, it may fire and be fired upon at any position (or positions) it occupied during its movement. In the enemy fire phase, it fires and is fired upon at its current position. Teams that don't move but elect to change status from concealed to hidden are considered hidden for all fire. For example a team executing a popup fires and is fired upon from its highest position in the friendly fire phase and from its NOE position in the enemy fire phase. 2. Allowed number of attacks: During the course of a single fire phase, most weapons are capable of engaging only one target. One target is a single fire team of troops. Each member of a team must fire at the same target(s). Multiple teams may and should fire at a single target. The range is from the farthest firing team to the target. Some weapons with high rates of fire are capable of engaging more than one target in a phase. The number of targets each weapon can fire at in a phase, if greater than one, is listed in the weapon data section. All targets must be within an area referred to as the danger space. One dice roll is made for each target. The distance for all fire is that from the most distant firer to the farthest target. The procedure is as follows. Choose one team as the prime target. The danger space is an area 20 m wide between the target and the firer. Attack all teams, up to the weapon's 'targets' characteristic. Start with the team nearest the prime target, then the next closest and so on. Friendly teams are treated the same as enemy. Teams which passed through the danger space in the previous movement are also attacked. Unspotted, hidden and concealed teams are also attacked. Some weapons have two rate of fire settings, single shot and automatic. For the introductory game use the greater number of targets and the automatic fire bonus. 3. Movement Effects: The effects of the attacking troops' movement. a. Infantry: If troops moved at all in their previous movement phase, they fire in the next two fire phases with a reduced chance of hitting. Some infantry weapons are designated heavy recoil weapons; troops armed with these, if they move may not fire until after spending the next friendly movement phase stationary. b. Crew Served Weapons: Some crew served carried weapons require time to ready them for firing. This is the SET UP value listed for the weapon, and is the number of friendly movement phases required. No movement or fire is allowed while a weapon is setting up. The same amount of time is required after a weapon has set up to ready it for movement again. If a weapon has a set up value of three, it is ready after having spent three friendly movement phases in the same position. It is treated as moving for combat and spotting during those phases. 4. Grenades: Grenades may be thrown, or fired from a grenade launcher or rifle. Hand grenades have an effective range of 20 m, and a long range of 50 m. They may engage one target. 5. Recon by fire: Generally, teams may not fire at enemy teams that have not been spotted. However, players may direct fire at an unspotted marker or hidden team. Fire is resolved as recon-by-fire against an unspotted target and with a defensive target DM against a hidden one that was previously spotted. If the result is a hit and there are troops present, the hit is resolved and the troops are spotted. If there are no troops present, and the shot would have hit; the marker is removed. If the shot misses the target is not revealed. 6. Ammunition: In the introductory game, for the sake of simplicity, all weapons are assumed to have an unlimited supply of ammunition available. Small arms which are capable of firing more than one type of ammunition must have the single type that they will use written down before the game begins. b. Procedure: First all attacks for the step are announced, the troops firing and their targets are identified. Then one roll is made for each attack using the Hit Table. Each trooper in an attack must have the same type of weapon. If the teams firing have more than one type of weapon, then one attack is made for each weapon type. If troops are participating in an attack, others from the same team may only attack the same target, or not make any attack at all. Up to one section (6 teams) may attack a single target. If more than one team from a section is attacking the same target, they must combine in a single attack for each weapon type. Section A1a must apply to each team firing. The general procedure is to first determine the difficulty profile. Then roll two dice. Modify this roll for offensive and defensive conditions. Compare the modified roll with the difficulty profile on the to hit table. The number where the two values cross is the number of hits the target team sustains. If the target takes a hit or there is a 'M' in that position the target team also takes a morale check. 1/ Determine the difficulty profile: The difficulty profile is based upon the range, and modified for firer movement, and number of teams firing. a. Range: The range is considered to be the range from the team firing farthest away from the target to the target. Measure from the center of both firing and target teams. This is then compared to the weapon's listed ranges to determine the range used to resolve the fire. The ranges are divided by the difficulty of the shot. For example; at 250 meters the range for a 7mm ACR using DS rounds is 'routine'. b. Movement: If the firing team moved in its previous movement phase the difficulty profile is increased by one level (one column to the right, difficult would become formidable). If the weapon being used is gyrostabalized and the firer moved, the dice roll is subject to a +2 dice roll modifier after the difficulty profile is increased (only once not twice). If the weapon being used has a high recoil no fire is allowed until the unit spends one enemy movement phase stationary. c. Number of Firers: Total the number of troops firing in the attack and divide by four (the number of troops per stand), round down. Decrease the difficulty by one if more than two stands (8 troops) are firing. Decrease the difficulty profile by an additional one if more than four stands (16 troops) are attacking. 2. Roll two dice and add the modifiers listed below. a. Offensive Modifiers: The following are offensive modifiers and are positive DMs (are added) to the dice roll i. Trooper Skill: Use the highest initiative level of all the teams firing at the same target. If that team is high initiative add two to the dice roll. If it is average initiative, add one to the dice roll. If it is low initiative no DM is applied to the dice roll. ii. Automatic fire: Certain weapons receive an automatic fire bonus, as indicated by a plus sign and a number following the penetration number on the data table. Add this number to the dice roll. If the weapon also has an asterisk after the autofire bonus number double the autofire bonus. b. Defensive Modifiers: The following modifiers are subtracted from the dice roll. i. Target Status: If the target is concealed (see rule 7A2) subtract 1 from the roll. If the team is hidden subtract 2 from the roll. If executing recon by fire the dice roll is reduced by 4. ii. Target Movement: If the target moved at speeds up to and including NOE speed (350 m) subtract 1 from the roll. If it moved faster reduce the roll by 2. 3. Compare the modified dice roll to that listed under the column headed "2D6 roll". The number to the right under the column corresponding to the difficulty profile arrived at above is the number of hits the target team receives. 4. Hit Assignment: The hits on a team are distributed evenly, with uneven numbers of hits distributed randomly by die roll. For example, if five hits were received by a team, each soldier would be hit once and a die roll would determine which received the fifth hit. 5. Explosive Rounds: With explosive rounds, the to hit roll made is for a contact hit. It is directed against the intended target team. If it hits, one soldier randomly chosen, is attacked using the contact penetration. That soldier will not be subject to a fragmentation attack. Explosive rounds, and non personnel high energy weapons, have a burst size listed. If it is 0 m ignore the following. If the burst size is 1 m only the target team is affected. All teams (including the target team) whose distance from the target is less than or equal to the burst size (regardless of whether it was hit) are subject to a fragmentation attack. The distance is measured from the center of the team. Make one roll with a difficulty profile of difficult for each target team and apply a offensive DM of +1 for each soldier remaining on the stand. HIT TABLE to hit a target with direct fire Difficulty; (varies), Offensive; troop quality, autofire bonus, Defensive; target status, target movement Difficulty Profile Use difficulty profile for the weapon at the range If firer moved; increase difficulty profile by one level If firer moved with gyrostabalized sight; as above, +2 to dice roll Decrease difficulty profile by the following; up to two teams (8 troops) firing 0 more than two teams firing 1 more than four teams (16 troops) firing 2 Offensive DMs troop quality: average +1, high +2 autofire bonus: as weapon chart Defensive DMs target status; concealed -1, hidden -2, recon-by-fire -4 target movement; up to NOE speed (350m) -1, above NOE speed -2 2D6 Difficulty Profile roll simple routine difficult formidable impossible +1 +2 3+ 1 M - - - - - 7+ 2 1 M - - - - 11+ 3 2 1 M - - - 15+ 4 3 2 1 M - - 19+ 5 4 3 2 1 M - 23+ 6 5 4 3 2 1 M Example; Three teams (12 troops) firing at formidable range, moved last phase with gyrostabalized weapons. One team has high initiative and their weapons have an autofire bonus of +2. The target is concealed and stationary. The difficulty profile is formidable. Since there are more than two teams firing the profile is reduced by one to difficult. The firing teams moved so the profile is increased to formidable, but as the weapons are stabilized there is an additional +2 added to the hit roll. The player rolls a 10. Add 2 for stabilized weapon equals 12. Offensive modifiers add 2 for a high initiative team in fire, and add 2 for the autofire bonus for a total of 16. Defensive modifiers subtract 1 for a concealed target. Final roll is 15. A modified dice roll of 15 with a difficulty profile of formidable gives a result of 1 hit on the target team. B. Damage Effects: Once targets have been hit, it is necessary to determine what, if any, damage was done. 1. Procedure: Compare the weapons' penetration at the range firing with the armor value of the target. If the penetration is greater than or equal to twice the armor value of the target, the target trooper is a casualty. If the penetration is at least equal to the target's armor halve the weapon damage (round down). If the damage value is greater than 0 the trooper is a casualty. If the penetration is less than the armor the shot has no effect. 2. Cover: If the target is hidden, it may not fire, nor attempt to spot, but all hits against it strike the cover. If the team is concealed, it may fire and observe normally. Calculate the armor level of the target using its hidden or concealed value and the effects of multiple armor below. COVER TABLE Cover Armor Value : hidden concealed building 8 4 forest 7 3 3. Multiple Armor: Multiple Armor: If a shot hits a hidden or concealed team it receives the benefit of the cover's armor value as well as its own armor (for example, a hidden soldier who is also wearing battle dress). Since armor value is determined on a logarithmic scale, the two armour values are not simply added together. Consult the armour thickness table; convert the armour values to their equivalent thicknesses in cm of hard steel. Add these two numbers together then convert the sum back to an armour value not exceeding this sum. Armor Rating Table Value cm Value cm Value cm 1 0.25 8 2.00 16 4.20 2 0.50 9 2.25 17 4.59 3 0.75 10 2.50 18 5.00 4 1.00 11 2.75 19 5.45 5 1.25 12 3.00 20 5.95 6 1.50 13 3.25 21 6.48 7 1.75 14 3.54 22 7.07 _ 15 3.86 For example, suppose a concealed soldier is in a building (armor class 4) wearing battle dress of armor class 10. Armor class 4 equals 1 cm, armor class 10 equals 2.5 cm. The sum is 3.5 cm. Armor class 14 is 3.54, this is too large so armor class 13 at 3.25 cm, is used. 4. Types of Wounds: In the introductory game the effect of any casualty is the same for all; the soldier is removed from play. 5. Recording Casualties: Casualties should be marked on the player's team card and shown on the figures as well. Casualty caps, washers, gummed paper reinforcing rings, or any of a variety of means are available to designate which soldiers on a team have been hit and removed from play. 6. Effects of Casualties: Each casualty suffered by a team reduces its morale by 1. The team's initiative is not affected unless the casualty was a leader (the first trooper in a leader team). If an leader is eliminated, the team is no longer capable of the functions of a leader (leading and rallying other teams), and the initiative is reduced by one level. If a soldier or gunner is eliminated, another soldier may use his weapon. This occurs during any movement phase. Fire in the following phase is subject to a -2 DM. If a weapon crew member is eliminated other members of the team must man the weapon or it can not be used, however, there is no DM for movement. The weapon is available immediately after the next movement phase (unless the gunner was also a casualty and not replaced). If a team manning a weapon is reduced so there are insufficient soldiers to meet crew requirements, another team may switch places (or combine if there are a total of four or fewer troops), if within one move's distance. This is done in a friendly movement phase. Treat as firer moved if the gunner was involved. A combined team for this purpose uses the lower morale and initiative values from the two teams. C. Morale: Morale checks occur when dictated by combat results, whenever casualties are suffered, or if a leader stand routs within 200 meters and in LOS of a team. Each team has a morale value number. This represents its general ability to stand up under the stress of battle. At various points in the game teams will be required to take morale checks. 1. Conditions Under Which Morale Must Be Checked: Morale checks must made if the team took casualties that fire phase, was within 50 m of a team (and can see it) which suffered a casualty that phase, is required to by a combat result, or was within 200 meters of a leader stand which routed. Morale checks are made at the end of each fire phase. A team will never be required to check morale more than once in a fire phase. Thus, if a team took casualties, or is required to check morale, from several sources in a single fire phase, it would check morale at most once after all fire is resolved. 2. Procedure: The player rolls two dice, adds the teams current morale, (after effects of casualties if they apply) and applies the appropriate modifiers. Compare this roll to the table. The die roll must be greater than or equal to fourteen for it to pass the check, and to perform as the player desires. If the number rolled is less, it will suffer adverse results. If the roll is between nine and thirteen the team is suppressed. If the roll is less than nine the unit routs. a. Roll 2D6 b. Add offensive modifiers: Add the team's current morale number and modifiers for the presence of friendly commanders, and concealment status. i. leaders: Whenever a leader team is required to check morale, that check is conducted before the checks of any teams it may be influencing. If it fails the check, its morale modifier becomes an unfavorable modifier for all teams visible within 100 m (the number is subtracted from the subsequent rolls). Officer teams provide a modification to any troops, but an NCO team may provide it only to teams normally under his leadership. An officer/NCO team may influence the morale check of a subordinate leader team. Visible leader teams within 100 m will cause a DM. Each NCO adds 1 to the morale roll, and each officer 2. A company commander, if in the game, adds 3. ii. cover and concealment: If the team is concealed add 2 to the roll. If it is hidden add 3. c. Subtract Defensive Modifiers: The only modifiers are for casualties. i. Casualties this phase, not in the team, subtract one each from the dice roll. Casualties suffered by the team affect the permanent morale (see rule 8B6). d. Permanent Modifiers: These alter a team's morale number, and should be recorded on the team card. A team has its morale reduced by one for each casualty the team suffers, and each time it is routed. Morale Tables to pass a morale check Formidable +1: Offensive; current morale, leaders, concealment Defensive; casualties Procedure: roll 2D6 add the team's current morale Offensive modifiers i. leaders visible and within 100 m NCO +1 officer +2 supreme commander +3 ii. team concealed +1 team hidden +3 Defensive modifiers i. each friendly casualty -1 this turn within 50 m 2D6 result roll -8 routed 9-13 suppressed 14+ passed 4. Morale Results: Three results are possible from a morale check. If the modified dice roll exceeds thirteen the team functions normally. If not the following two results are possible depending upon how high the dice roll was. a. Suppressed: The team may not fire, move, nor attempt LOS checks. This effect lasts for one complete turn (from the step it failed the check in to the end of that same step in the next turn). Place a suppressed counter on/near the team. Use a suppressed 3 counter if it was suppressed in the first player's fire phase and a suppressed 5 counter if it was suppressed in the second player's fire phase. b. Routed: The team does not fire and will move away from the enemy each movement phase until it leaves the game board or is rallied. Its first move is as soon as it fails the morale check. It does not move in its next movement phase, but is considered to have moved for fire purposes. If a team routs off the battlefield it is removed from play. 5. Rallying: Teams which rout will continue to retreat until rallied. Officer/NCO teams will check morale each turn in the command phase. If it passes the check, it has rallied; it may not move or fire in the turn but returns to its normal capabilities in the next turn. If it fails the check it remains in its previous condition. In order to rally troops, an officer/NCO team must be visible and within 100 m of them during the command phase. Neither the rallying team nor the troops being rallied may move or fire during the turn. No die roll is required, and the teams return to their normal capabilities in the next turn. An Introduction to Miniature Gaming The original Striker was designed to use 15mm miniatures. There has not been a large number of science fiction miniature vehicles and infantry made available in this scale. That combined with the costs of this scale has limited its appeal. Because of this I have designed this version of the rules around the 'micro' scale (1:285, 1:300, 5mm or 6mm). A wide variety of micro scale figures and vehicles are readily available from a number of manufacturers in a range of periods. With careful selection and a little conversion work these can be used to fight science fiction battles. When using miniatures our suggestion for ground scale of one millimeter equals one meter or 1:1000 gives a good feel for gaming purposes at 'micro' scale. Four figures mounted on a common base 12.5 mm; 1/2 inch square is used to represent a team. List of Counters Required During playtesting we have found a need to record some items of information. It is required to be readily available during a game as it affects the course of play. Since most of the information is basic we make use of counters (1/2" cardboard board game style) to record and display it. The following is a suggested list you will find handy to make before or during a game. live firer moved Altitude (NOE, terrain, high) routed The following are recommended as front/back of a single counter. hidden/concealed suppressed F/suppressed E To indicate turns of Set Up we recommend a series of counters with numbers on them. Generally lots of 1s and 2s are required decreasing in amount with the largest numbers equal to the longest set up times listed for weapons in use in your games. Command Ranges Unit Under Command Range to Superior section NCOs & within 400 m of the platoon officer platoon senior NCO squad NCOs within 200 m of the section NCO fire teams within 100 m of the squad NCO Note: Units may alternately be within the range stated of a higher level of superior. Example: Fire teams within 200 m of the section NCO, or 400 m from the platoon officer, or senior NCO are considered under command and do not have to be within 100 m of their squad NCO (if say that leader was lost). Visibility Ranges Target Status Visibility Range (meters) (infantry) Sighting Unit Status : Stationary moving Moving in (NOE or Foot): open 3000 2000 concealment 1000 500 performing a pop-up* 500 500 * from a hidden/stationary position in concealment Stationary in: open 1500 1000 concealment 100 100 Airborne: high 5000 3000 terrain following (based upon terrain below) forest 3000 2000 open/river 4000 2000 building; 1 story 2000 2000 2-3 stories 3000 2000 4+ stories 5000 3000 If the target fired last fire phase add; signature: low 0 0 medium 1000 500 high 2000 1000 WEAPONS Individual Weapons SLUG THROWERS TL Desc Magazine Difficult Formidable Impossible DMG SIG Trg Weight Price Notes 1 Sling 1 40(1) 80(0) 150(0) 1 L 1 0/.1 1/- 1 Short bow 1 25(1) 50(0) 300(0) 2 L 1 .5/.1 50/2 1 Long bow 1 50(1) 200(1) 400(0) 2 L 1 1/.1 75/2 1 Light crsbw 1 50(2) 100(1) 300(0) 2 L 1 3/.1 150/2 1 Heavy crsbw 1 50(3) 100(2) 400(0) 3 L 1 6/.1 250/2 1 Rep crsbw 10 50(2) 100(1) 300(0) 2 L 1 4/.1 200/8 2 Hand cannon 1 25(0) 80(0) 250(0) 3 H 1 5/.2 50/5 3 Flint musk 1 50(2) 150(2) 300(0) 3 H 1 4/.03 60/2 3 Flint pist 1 10(1) 20(1) 50(0) 3 H 1 1.5/.02 40/5 4 Percus rev 6 20(2) 30(1) 60(0) 3 M 1 1/.03 150/2 4 Percus rif 1 200(3) 400(1) 800(0) 3 M 1 4/.03 100/2 5 5mm Revlvr 6 C(0) 10(0) 50(0) 1 M 1 .3/.05 100/3 5 7mm Revlvr 6 10(1) 25(0) 80(0) 2 M 1 .6/.075 125/4 5 9mm Revlvr 6 10(2) 40(1) 100(0) 2 M 1 .9/.1 150/5 5 9mm Mag rev 6 10(3) 40(1) 100(0) 3 M 1 1.2/.12 300/8 5 Shotgun 10 (pellets) 50(1)+6 100(0)+3 2 H 1 3.75/.75 150/10 10 (bullets) 50(3)+4 100(1)+2 3 H 1 /.75 /10 5 7.62mm Blt 6 250(3) 500(2) 750(2) 3 M 1 4/.2 200/8 5 13mm rfle 2 350(5) 700(4) 1000(3) 5 H 1 15/.15 2000/60 5 6 7mm Autopis 15 10(1) 25(0) 60(0) 2 M 1 .55/.2 150/8 6 9mm Autopis 15 10(2) 40(1) 90(0) 2 M 1 .75/.25 200/10 6 7mm Carbine 10 100(2) 180(1) 300(0) 3 M 1 3/.125 200/10 6 7mm SA rfle 20 300(3) 600(2) 900(2) 3 M 1 4/.5 200/20 6 7mm Autorfl 20 300(3)+3 600(2)+2 900(2)+1 3 M 2 5/.5 1000/20 6 9mm (SMG) 30 25(3)+4 50(2)+3 100(1)+1 2 M 2 2.5/.5 150/20 7 Body pistol 6 C(0) 10(0) 25(0) 1 M 1 .25/.05 500/20 7 5.5mm Asalt 30 180(3)+2 350(2)+1 600(1) 2 M 1/2 3/.33 300/20 7 7mm Assault 30 180(3)+2 500(2)+1 750(2) 3 M 1/2 4/.6 400/30 7 Auto shtgn 20 (pellets) 50(1)+6 100(0)+3 2 H 1/2 4/1.5 500/20 20 (bullets) 50(3)+4 100(1)+2 4 H 1/2 /1.5 /20 7 9mm SA rfl 20 350(4) 700(3) 1000(2) 3 M 1 5/.8 1000/40 8 10mm Snub 6 HE C(1) 10(1) 25(1) 4 M 1 .25/.03 150/10 1,2 6 HEAP C(6) 10(6) 25(6) 3 M 1 /.03 /10 1,2 8 10mm AtoSnb 20 HE C(1) 10(1) 25(1) 4 M 1 .4/.1 200/30 1,2 20 HEAP C(6) 10(6) 25(6) 3 M 1 /.1 /30 1,2 8 LAG 5 HE 150(3) 300(3) 450(3) 4 M 1 4/.5 5 KEAP 200(8) 400(7) 600(6) 4 M 1 /.5 /20 5 5 flechette 70(6)+2 150(5)+1 2 M 50m /.5 /40 5 9 6mm Acc rfl 15 25(1)+2 50(3)+1 80(1) 3 L 1 2.5/.5 900/25 2 10 7mm (ACR) 20 slugs 300(3)+2 600(2)+1 900(1)+1 3 M 1/2 3/.4 800/10 3 20 DS 450(3)+2 900(2)+1 3 M 1/2 /.4 /20 3 10 9mm (ACR) 20 slugs 300(4)+2 600(3)+1 900(2)+1 3 M 1/2 3.5/.5 1000/15 3 20 DS 450(6)+2 900(3)+1 3 M 1/2 /.5 /25 3 20 HE 300(3)+2 600(3)+1 900(3) 4 M 1/2 /.5 /20 1,3 10 (ARL) 20 slugs 300(5)+3 600(4)+2 1000(3)+1 4 H 1/2 3/.5 800/20 3 20 KEAP 300(8)+3 600(6)+2 1000(4)+1 4 H 1/2 /.5 /35 3 20 HE 300(5)+3 600(5)+2 1000(5)+1 5 H 1/2 /.5 /30 1,3 20 HEAP 250(10)+3 500(10)+2 750(10)+1 4 H 1/ /.5 /35 1,3 10 ARLSS 40 slugs 300(5)+4 600(4)+3 1000(3)+2 4 H 2 3.5/1 1000/40 3 40 KEAP 300(8)+4 600(6)+3 1000(4)+2 4 H 2 /1 /40 3 40 HE 300(5)+4 600(5)+3 1000(5)+2 5 H 2 /1 /40 1,3 40 HEAP 250(10)+4 500(10)+3 750(10)+2 4 H 2 /1 /40 1,3 12 4mm Gau rif 40 600(7)+3 1200(3)+2 4 L 1/2 3.5/.4 1500/40 2 13 4mm Gau pis 15 20(4) 40(3) 60(1) 3 L 1 .65/.2 600/20 2 ENERGY WEAPONS TL Description Shots Difficult Formidable Impossible DMG SIG Trg Weight Price Notes 8 Lsr crbn 50 150(7) 300(3) 1500(0) 3 L 1 5/3 2500/1000 2 9 Lsr rfl 100 180(9) 360(4) 1800(1) 3 L 1 6/4 3500/1500 2 9 Lsr pstl 50 90(4) 180(2) 900(0) 3 L 1 3/1 2000/400 2 12 PGMP-12 40 250(20) 450(8) 750(1) 12 H 1 6/3 10,000/2500 5 13 Lsr crbn 200 200(12) 400(6) 2000(2) 3 L 1 4.4/2 4000/14000 2 13 PGMP-13 unlimited 450(25) 900(12) 1500(1) 13 H 1 .9/7 65000/50000 5 13 Lsr rifle 200 400(20) 800(12) 4000(4) 3 L 1 8/4 8000/28000 2 13 Lsr pistol 200 100(6) 200(3) 1000(1) 3 L 1 2.2/1 3000/7000 2 14 PGMP-14 unlimited 450(25) 900(12) 1500(1) 14 H 1 9/1.6 100,000/65,000 2,6 14 FGMP-14 unlimited 450(34) 900(22) 1500(4) 14 H 1 10/9 100,000/65,000 5 15 FGMP-15 unlimited 450(34) 900(22) 1500(4) 15 H 1 1/2 400,000/300,000 2,6 16 FGMP-16 unlimited 450(34) 900(22) 1500(4) 16 H 1 .5/1 500,000/375,000 2,6 16 Plasma rfl unlimited 450(25) 900(12) 1500(1) 13 H 1 .5/.5 125,000/300,000 2,6 Notes for all Individual Weapons Magazine: Number and type of rounds in a loaded magazine. Shots: Number of shots before the powerpack is exhausted. Difficult, Formidable, Impossible (difficulty profiles): Range in meters (penetration) + autofire DMs. DMG= Damage rating of the weapon SIG= Weapons signature Trg= Targets: Number of targets engaged. If two are given, the first is for single shot, the second for automatic fire. Weight: Weight of a weapon/loaded magazine (powepack) in kilograms. Volume: Volume in litres equals weight in kilograms. Price: Price of a weapon/magazine (powerpack) in Cr. Notes: 1.These rounds have a burst size of 0 meters. 2.Low recoil weapon. 3.Gyrostabilized weapon. 4.DM is for single shot fire with multiple pellets/bullets. If fired on autofire setting, double autofire DM. 5.High recoil weapon. The PGMP-13 and FGMP-14 may only be used with battle dress. 6.Weights given are when gravetic field generator is on. When off, multiply weight by 10. CREW SERVED SLUG THROWERS TL Descrip Shots Difficult Formidable Impossible DMG SIG Trg Weight Price Notes Set Up 5 7mm Mdm MG 3 350(3)+3 700(2)+2 1000(2)+1 3 H 8 10/4 1500/240 5 0 5 7mm Hvy MG 120/3 500(3)+3 1000(2)+2 1500(2)+1 3 H 8 15/4 1900/240 2 6 5.5mm Lt MG 80/1 350(2)+4 700(2)+3 1000(2)+2 2 H 2 5.5/2 1200/100 1,4,7 0 6 5.5mm Lt MG 30/1 350(2)+2 700(2)+1 1000(2) 2 H 2 5.5/.33 1200/20 1,2,4,7 0 6 7mm Lt MG 40/1 400(3)+3 750(2)+2 1200(2)+1 3 H 4 10/1.3 2000/100 1,3,7 0 6 7mm Mdm MG 160/2 500(3)+4 1000(2)+3 1500(2)+2 3 H 8 10/5.5 2000/300 3,5,7 0 6 7mm Hvy MG 160/1 600(3)+5 1200(2)+4 1800(2)+2 3 H 16 10/5.3 2200/300 3 2 6 13mm Hvy MG 80/2 500(6)+3 1000(5)+2 1500(3)+1 5 H 4 40/10 3000/400 2 7 5.5mm Gatgn 2560/4 300(2)+7 600(2)+5 1000(1)+3 2 H 16 30/30 12,350/2250 4 7 7mm Gatgn 2560/4 400(3)+7 750(2)+5 1200(2)+3 3 H 16 60/60 15,500/3000 4 8 5.5mm Gatgn 2560/1 300(2)+9 600(2)+7 1000(1)+4 2 H 16 15/30 4500/1000 4 8 7mm Gatgn 1280/1 400(3)+8 750(2)+6 1200(2)+3 3 H 16 30/30 6000/900 4 8 13mm Hvy MG 80/1 500(6)+4 1000(5)+3 1500(3)+1 5 H 8 20/10 5000/400 2 8 13mm Gatgn 320/1 500(6)+6 1000(5)+5 1500(3)+2 5 H 16 70/30 9000/1000 6 6 10 VRF Gauss 30720/24 1500(21)+8 3000(19)+6 4500(17)+3 10 L 16 2000/300 200,000/6000 6 10 Notes on Crew Served Weapons and Mounts Shots: Number of rounds in a single belt (for machineguns) or hopper (for all others)/number of shots in that size of belt or hopper. Difficult, Formidable, Impossible (difficulty profiles): Range in meters (penetration) + autofire DMs. DMG= Damage rating of the weapon SIG= Weapons signature Trg= Targets: Number of targets engaged. If two are given, the first is for single shot, the second for automatic fire. Weight: Weight of a weapon/loaded magazine, hopper, belt in kilograms. Volume: Volume in litres equals weight in kilograms. Price: Price of a weapon/magazine in Cr. Set Up: Number of turns required to prepare weapon for use. If the number is zero then the weapon is treated differently, see type below. Crew: All weapons have a crew of two if towed or carried, one if vehicle mounted. Fire Control: These weapons do not require fire control. Type: Treat all weapons as light crew served weapons except as noted below. 1. These weapons are treated as individual infantry weapons. 2. This weapon uses a magazine like any infantry weapon, therefore it requires only one crew. 3. All these weapons are the same basic weapon. The differences are the weapon mount and ammunition supply. 4. All these weapons are the same basic weapon. The differences are the weapon mount and ammunition supply. 5. These weapons are treated as high recoil individual infantry weapons. 6. these weapons are heavy crew served weapons. Mounts: Except as noted below all weapons weight include mounts for fixed, main or cupola only. To use them as infantry, flexible, pintle, or open requires a weapon mount as listed below. 7. The weight listed for these weapons includes weight allowance for all types of mount. WEAPON MOUNTS TL Weapon Weight Price Notes 5 Medium Machinegun 5 300 5 Heavy Machinegun 10 300 6 7mm Heavy Machinegun 5 200 6 13mm Heavy Machinegun 20 400 7 5.5mm Gatling gun 20 1250 7 7mm Gatling gun 60 1500 8 5.5mm Gatling gun 15 1350 8 7mm Gatling gun 30 1750 8 13mm Heavy Machinegun 7 500 8 13mm Gatling gun 175 2250 8 10 VRF Gauss gun 5000 20000 8 Mounts Notes 8. These mounts also can be carriages. Grenades HAND GRENADES TL HEAP HE 5 7/1 6 12 7/1 7 18 9/1 9 21 11/2 11 22 13/2 13 23 15/3 16 25 17/3 Notes for Hand Grenades only Shots: Each hand grenade is a single item and can make one attack only. Difficult, Formidable (difficulty profiles): Difficult range is 20 meters, Formidable range is 50 meters. Damage: Damage rating for HEAP is 6, HE is 8. Signature: Use the grenades rules for signature. Targets: Hand grenades engage one target. Weight: All HE grenades weigh .25 kg, HEAP weigh 1 kg. Volume: Volume in litres equals weight in Kilograms. Price: HE grenades cost 10 Cr, HEAP cost 15 Cr. HE: penetration contact/fragmentation HEAP: penetration Blast diameter (HE): Tech 6-7 grenades have a burst size of 1 meter. Tech level 8-10 grenades have a burst size of 10 meters. At tech level 10+ the burst size is 20 meters. (HEAP): HEAP grenades have a burst size of 1 meter and a fragmentation penetration as HE. Notes: Smoke Grenades weigh 1 Kg. Chemical smoke grenades cost 10 Cr, produce an initial smoke cloud 10 m x 10 m and burn for four turns. They are available in various colors for marker purposes. Incendiary smoke grenades cost 20 Cr, produce an initial smoke cloud 50 m x 50 m and burn for two turns. They also produce light for night visibility. RIFLE GRENADES TL Type Difficult Formidable Impossible HEAP HE Flech Weight Notes 6 4 cm 25 50 100 6/6 5/4 0.2 6 6 cm 25 50 100 18/12 9/8 0.6 6 6 cm smoke 25 50 0.6 7 4 cm 50 100 150 22/5 7/3 0.4 7 6 cm 50 100 150 27/10 11/7 0.6 7 6 cm smoke 25 50 100 0.6 8 4 cm RAM 250 375 500 24/16 7/11 6/32 0.4 1 8 6 cm RAMsmk 100 200 300 0.6 1 9 4 cm RAM 250 375 500 28/20 9/13 6/40 0.4 1 10 4 cm RAM 375 750 1500 32/20 9/13 8/40 0.5 1 10 6 cm RAMsmk 150 300 500 0.8 1 11 4 cm RAM 375 750 1500 36/20 11/13 8/40 0.5 1 13 4 cm RAM 375 750 1500 38/20 13/13 10/40 0.5 1 Notes for Rifle Grenades only Shots: All details are for a single round. Signature: All rifle grenades have a medium signature. Targets: All engage only 1 target. Use: All grenades can be launched by rifles, autorifles, assault rifles, ACRs, gauss rifles, ARLs and ARLSSs. Notes: Smoke: Incendiary only, they cover 50 m x 50 m area, burn for two turns, mass 1 kg, cost twice that of a similar HE, and can be spotted at night. Rifle grenades can be used as hand grenades. Treat them as heavy reciol for phasing purposes. GRENADE LAUNCHERS TL Des Shots Difficult Formidable Impossible HEAP HE Flech Weight Price Notes 6 7 cm ATGL 1 100 220 350 24/8 6/1.5 200 1 6 8 cm ATGL 1 120 250 375 28/10 8/2.4 250 1 6 9 cm ATGL 1 150 270 400 32/12 9/3.3 300 1 6 Disp ATGL 1 100 200 250 31 7 50 1 7 4 cm GL 1 100 200 500 15/5 7/3 3/.2 200 7 4 cm Auto GL 16 100+3 200+2 500+1 15/85 7/48 6/8 1400 7 Dispe ATGL 1 200 400 600 36 2 100 1 8 4 cm Ram GL 3 250 500 1000 24/50 7/30 6/100 4/1.4 400 8 4 cmRAMAtoGL 20 250+4 500+3 1000+2 24/350 7/200 6/700 8/9 2200 9 4 cm Ram GL 3 250 500 1000 28/60 9/40 6/120 4/1.4 400 9 4 cmRAMAtoGL 20 250+4 500+3 1000+2 28/400 9/270 6/800 8.5/9 2200 10 4 cm Ram GL 3 375 750 1500 32/60 9/40 8/120 6/1.6 500 10 4 cmRAMAtoGL 20 375+4 750+3 1500+2 32/400 9/270 8/800 9/12 3000 11 4 cm Ram GL 3 375 750 1500 36/60 11/40 8/120 6/1.6 600 11 4 cmRAMAtoGL 20 375+4 750+3 1500+2 36/400 11/270 8/800 9/12 3000 Notes for Grenade Launchers only Shots: Number and type of rounds in a loaded magazine. Autogrenade launchers can be fired as semi automatic. Number of targets is then one. Signature: ATGLs have a signature of high. All others are medium. Targets: Autolaunchers engage two targets, all others one. Flechette rounds engage targets as described below. Crew: Non disposable ATGLs have a crew of two. All other weapons have a crew of one. Type: Disposables have one use only. All autogrenade launchers use the TL 5 MMG weapon mount. Notes for all Grenade Weapons Difficult, Formidable, Impossible (difficulty profiles): Range in meters + autofire DMs. HEAP/HE/Flechette: Penetration/cost of a magazine. HE: Blast size and fragmentation is as per same TL hand grenade. HEAP: Blast size is 1 meter. Fragmentation penetration as per HE. Flechette grenades have a hit DM of +4, and only range is difficult. They attack all targets in an area 10m wide by 100m long at TL8-9, and 150m long at TL 10+. Damage: HE grenades do 8 points, HEAP do 6, and Flechette do 2. Weight: Weight of a weapon/loaded magazine in kilograms. Volume: Volume in litres equals weight kilograms. Price: Price of a weapon/magazine in Cr. Notes: 1.High recoil weapon. PERSONAL ARMOR TL Armor Value Weight Volume Price 1 Jack (1) 1 4 50 6 Cloth 5 2 4.5 250 7 Mesh 2 2 150 7 Flak Jacket 3 1 2 100 7 Vacc Suit 2 12 3.6 10,000 8 Hard Vacc Suit 5 35 3.8 12,000 9 Albat 1[6] 2 4.5 75 9 Vacc Suit 2 8 3.6 7000 9 Hard Vacc Suit 6 40 3.8 16,000 10 Combat Armor [10] 1 2 1500 10 Combat Environment Suit 6 2 6 1000 10 Vacc Suit 2 6 2.7 7000 10 Hard Vacc Suit 7 40 3 18,000 11 Combat Armor 8 18 2.9 20,000 11 Vacc Suit 2 4 1.8 7000 11 Hard Vacc Suit 7 10 2 20,000 12 Combat Armor 10 10 1.8 30,000 12 Vacc Suit 3 2 0.9 7000 12 Hard Vacc Suit 10 25 2.6 20,000 13 Battle Dress 10 26 3.8 200,000 13 Vacc Suit 3 0.5 7000 Self Seal Option 1 +6000 14 Combat Armor 18 6 0.7 60,000 14 Battle Dress 18 12 2.7 350,000 14 Vacc Suit 4 0.2 7000 Self Seal Option 0.5 +5000 15 Vacc Suit 4 0.2 9000 Value: Armor protection level (against melee weapons only), [against energy weapons only]. Weight: Weight of a single suit of armor in kilograms. Volume: Volume in litres. Price: Price of a single suit of armor in Cr.