Ground Combat

A place for all those house rules and custom campaign ideas from the players.

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Ground Combat

Postby TerryTigre on Fri 20 Jul 2012 03:15

I am currently working on some Groundcombat rules.

The full version will hopefully include design your own vehicle rules, and make Tables of Organisation and Equipment (TOE) for the army.

Here the idea is that if you develop a new space weapon you gain acess to the equivalent ground weapon, and can equip your tanks/jets/wet navy destroyers/walkers etc with it.

Example La gives you the basic laser rifle/Laser Cannon and Le gives the advanced version.

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                                  WEAPON DESIGN TABLE
Weapon Types:          Mass        Damage  Range     Cost
Pistol/Revolver           1 kg     1/2 p   0 only    *0.3 cr
Hunting Rifle          HS*1 kg     1/2 p   *100m     *0.5 cr
Submachine Gun         HS*2 kg     *2  p   *50m      *2 cr
Assault Rifle          HS*2 kg     std p   *100m     *1 cr
Sniper Rifle           HS*2 kg     1/2 p   *200m     *2 cr
Heavy Machine Gun      HS*6 Kg     *3  p   *500m     *10 cr
Battlesuit version     HS*20 Kg    *10 p   *1 km     *50 cr
Light Vehicle Weapon   HS*1 ton    1/2 v   *25 km    *500 cr
Medium Vehicle Weapon  HS*2 ton    std v   *50 km    *1000 cr
Heavy Vehicle Weapon   HS*20 ton   10* v   *500 km   *10.000 cr
Super Vehicle Weapon   HS*200 ton  100* v  *5000 km  *0.1 Mcr
Starship Weapon        HS*2000 ton 1000*v  *1/4 ls   *1 Mcr
p damage = personel damage. v damage = vehicle damage. 1000 p= 1 v. 1000 v= 1 Starship dmg.


Examples:
La based Submachine Gun: 8 Kg (4 p dmg 0-100m 8- to hit) (2 p dmg 101-300m 7- to hit) 54 cr.
La based Assault Rifle 8 Kg (2 p dmg 0-200m 8- to hit) (1 p dmg 201-600m 7- to hit) 27 cr.
La based Hunting Rifle 4 Kg (1 p dmg 0-200m 8- to hit) 14 cr.
Pgb based Battlesuit weapon: 50 Kg (50 p dmg 0-500m 5- to hit) (40 p dmg 501-1000m 4- to hit) (30 p dmg 1001-2000m 3- to hit) (20 p dmg 2001-3000m 2- to hit) (10 p dmg 3001-4000m 1 to hit) 1500 cr.

With different scales its possible a weapon covers only half an hex, such as the La Submachine gun in 200m hexes.
In such cases, at range 0 take the best possibility, and at all other ranges take the worst possiblity. The La Submachine Gun would do (4 p dmg 8- to hit) at range zero in this case, and (2 p dmg 7- to hit) at range 1.
Note that it is only 100 m from the center of a 200m hex to the edge of the hex.
With 100m Hexes, the La Submachine Gun would do (4 p dmg 8- to hit) at range zero, and (2 p dmg 7- to hit) at range 1-2. It cannot affect range 3, because 50m + 3*100m is greater than its 300m range.

Note that this does favor short range weapons in large hexes. With 1 Km sized hexes, a weapon with 50m range would do its full effect at range zero. The reason for this is that the troops/vehicles generally know the range of their weapons, and dont open up fire till the enemy is actually in range, instead concentration on staying unnoticed/avoiding fire by using cover or smoke screens, etc.

Vehicles are designed in tonnes (5 ton to 100.000 ton+) with 1 ton as mimimum mass of a component.

To translate starship equipment to Groundcombat, a few basic assumptions:

1) A hull space (HS) is about 20*20*20 m or 8000 M3 on a starship. As 10 systems can be stored as cargo, the effective volume is 10% or 800 M3. Assuming this includes little air, 2000 ton mass for 800 m3 seems reasonable as a starting point for mostly metal constructions. This would make the Enterprise of Star Trek fame a 95 HS ship with its 190.000 ton assumed mass.

2) This gives 20.000 ton as a Cargo Hold load.

3) 10 Qv can transport 50.000 colonists, 1.6 M3/colonist seems believable if cyrogenic suspension is used.

4) 1 Qv can transport 100 soldiers + Equipment. This seems pretty reasonable as combat force.

If we assume 2000 ton /1000 = 2 ton as ground equipment, the translation becomes HS*2 = Ton.

Thus La = 4 Hs this becomes a 8 ton weapon. Likewise, cost can be divided by 1000.

For rifle versions, divide by another 1000. Thus La becomes a hefty but man portable 8 kg weapon.
See the weapon table above for some options.


Assault Rifle range would translate to 100m hexes, so 5 starship range becomes 500m ground range.
Gun range is measured in Km and usually limited to line of sight. Weapons can be fired into orbit too, with 5 km being atmospheric (shields dont work), 50 km or less being low orbit, 500 km or less is medium orbit, and 5.000 km or less high orbit. Deeper orbits allow ships to fire more effectively, but are at a greater risk. However, as partial compensation, the lower the ships, the less enemies can fire upon it due to the line of sight being blocked.

There are three main ways it can be played.

1) Everything is converted to Strength points, and from there on the normal Starfire Ground Combat rules can be used. In the battles the modifyer for the technology levels is not used then, this is represented by the higher strength of higher equipment already.

2) The battle is fought using hexes with with some scale suitable to the units involved, typically 100m or 1 km hexes. The units involved have Starfire like design sheets, with every 2 ton 1 HS. Here tactical recon is used.

3) The full system is used and 2000 Km areas are used, with strategic recon to find units, assuming the enemy doesnt want to be found. If the enemy does want to be found, him firing at your troops usually avoids needing a recon rating, just follow the direction the enemy fire is coming from.

Thus a Main Battle Tank (50 ton) could be something like AAAAAAAAAAHQaHQaH(I-tr)(I-tr)(I-tr)LaLa

Thus it has a double barreled Laser Gun (16 ton) , 6 ton cargo space used for supply, 4 ton lifesupport, 6 ton track propulsion, and 18 ton armor. It has 3 crew (driver, gunner, commander).

To go back to Starfire damage from the tank, divide the damage by 1000. Thus if this tank did 2 vehicle damage/Laser at a given range, making 4 v damage assuming both hit, then 250 tanks would do 1 Starfire Damage.

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                                    PROPULSION TABLE
Planetary Propulsion Systems
SL Code Name              Cost Ton Speed MoveType    Special
0   -   Light Foot          -    -    6  Foot        Infantry with 15Kg or less load.
0   -   Medium Foot         -    -    4  Foot        Infantry with 16-30Kg load.
0   -   Heavy Foot          -    -    2  Foot        Infantry with 31-60Kg load.
2 I-pi  Powered Foot    50.000   *   50  Foot/Jump   1 ton suit can have 100 Kg weapons
0 I-wh  Wheeled            500   1  4*%  Wheeled     Always known
0 I-ht  Half Tracked      2000   2  3*%  Half Track  Always Known Ind-1
0 I-st  Ski Tracked       2500   2  2*%  Ski Track   Known if ice on homeworld Ind-1
0 I-t2  2 Tracked         4000   2  2*%  Track       Always Known Ind-1
0 I-t4  4 Tracked         5000   2  2*%  Track       Always Known ind-1
0 I-hv  Hover             6000   2  6*%  Hover       Always Known ind-1
3 I-w2  2 Leg Walker    16.000   4  2*%  Walk/Jump   Always Known
2 I-w4  4 Leg Walker    12.000   4  3*%  Walk        Always Known
6 I-wt  Titan Legs      4 Mcr  2000 1*%  Titanwalk   Always Known
1 I-fb  Flexi Body      16.000   2  1*%  Slither     Always Known
6 I-m   Mole           240.000  12  1*%  Burrow      Requires Fp
0 I-oa  Oars               150   1   20  Water       Always Known
0 I-sa  Sails               50   1   10  Water       Always Known
0 I-pw  Paddle Wheel      1500   2  2*%  Water       Always Known ind-1
0 I-sc  Screw             3000   2  3*%  Under/Water Always Known ind-1
0 I-aq  Aquajet         12.000   6  4*%  Under/Water Always Known ind-1
0 I-hf  Hydro Foil      12.000   4  5*%  Water       Always Known ind-1
0 I-as  Airship            250   1  5*%  Prop        Always Known ind-1
0 I-rt  Rotor           16.000   4  8*%  Rotor       Always Known ind-1
0 I-pr  Propellor       24.000   6 12*%  Prop        Always Known ind-1
0 I-Je  Jet Engine      48.000   6 24*%  Jet         Always Known ind-1
0 I-vt  VTOL Jet        72.000   6 18*%  VTOL        Always Known ind-1
2 I-ot  Ornithopter     50.000   6 10*%  VTOL        Always Known
3 I-wg  Wing in Ground  48.000   6 15*%  Wige        Always Known
0 I-cr  Chemical Rocket 36.000   6 48*%  Rocket      Always Known ind-1
4 I-fr  Fusion Rocket  360.000  12 96*%  Rocket      Always Known
8 I-rp  Repulsor       120.000   8 12*%  Repulsor    Requires Ti
Cost gives the price in Credits, 1.000.000 Credits is one Megacredit(Mcr).
Ton gives the size in tons of the minimum propulsion unit.
Speed Entries either give the speed when the minimum 30% mass is allocated
to them (oars/sails), or more commonly the speed in km/hr for each % of the total mass.
With two movetypes given, or two or more propulsion systems installed, use the best one
for each terrain type.
At SL 10, 20, 30, 40 and 50 add 10% to the speed increment (FRU and at least 1 for every increase), for example 2 Tracked would go to 3*% at SL10, and Repulsor would be 16*% at SL 20.
The propulsion types are automatically developed if the EL reaches that level, as they are used by civilians.
Titan Legs have 1000 Vehicle hits. They can also be placed on Starships, and give landed Starships some movement ability (depending on the terrain). At least 1% of the total hull must be Titan Legs before they work.


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                                 VEHICLE DESIGN TABLE
Crew Vehicle Types         Min/Max Ton   Allowed Propulsion Types
1    Light Transport         5 - 25      wheel, half/ski/2 track, hover, flexi
2    Medium Transport       26 - 50      wheel, half/ski/2/4 track, hover, flexi
2    Heavy Transport        51 - 100     wheel, half/ski/2/4 track, hover,flexi
4    Super Transport       101 - 5000    4 track, hover
Transports must have at least 20% cargo capacity.
2    Light Tank              5 - 25      wheel, half/ski/2 track, hover, flexi
3    Medium Tank            26 - 50      wheel,half/ski/2/4 track, hover, flexi
4    Heavy Tank             51 - 100     2/4 track,hover,flexi
4    Super Tank            101 - 250     2/4 track, hover, flexi
0    Light CBU             251 - 1000    4 track, flexi
0    Medium CBU           1001 - 10.000  4 track
0    Heavy CBU          10.001 - 100.000 4 tracked
1    Light Walker           20 - 40      2/4 leg walker
1    Medium Walker          41 - 60      2/4 leg walker
1    Heavy Walker           61 - 100     2/4 leg walker
2    Super Walker          101 - 200     2/4 leg walker
4    Walker Tank           201 - 10.000  4 leg walker
10   Light Titan        10.001 - 16.000  Titan Legs
15   Medium Titan       16.001 - 24.000  Titan Legs
25   Heavy Titan        24.001 - 40.000  Titan Legs
2    Light Mole             20 - 40      Mole
2    Medium Mole            41 - 60      Mole
3    Heavy Mole             61 - 100     Mole
4    Super Mole            101 - 200     Mole
*    Small Naval Vessel      5 - 1000    sails, oar, paddle wheel,screw,hydrofoil,aquajet
Using oars requires 1 crew/2 ton or fraction. Sails 1 crew/10 ton. Others 1 crew/50 ton.
25   Medium Naval Vessel  1001 - 16.000  paddle wheel, screw, aquajet
50   Escort             16.001 - 24.000  screw, aquajet
75   Corvette           24.001 - 32.000  screw, aquajet
100  Frigate            32.001 - 44.000  screw, aquajet
125  Destroyer          44.001 - 60.000  screw, aquajet
200  Light Cruiser      60.001 - 90.000  screw, aquajet
250  Heavy Cruiser          46 - 60 HS   screw, aquajet
325  Battle Cruiser         61 - 80 HS   screw, aquajet
450  Battleship             81 - 100 HS  screw, aquajet
etc
3    Light Submarine        10 - 25      screw, aquajet
5    Medium Submarine       26 - 250     screw, aquajet
10   Heavy Submarine       251 - 2500    screw, aquajet
50   Super Submarine      2501 - 25.000  screw, aquajet
5    Airship                20 - 5000    Airship
2    Light VTOL             20 - 40      Rotor, Vtol, Ornithopter
2    Medium VTOL            41 - 60      Rotor, Vtol, Ornithopter
3    Heavy VTOL             61 - 100     Rotor, Vtol, Ornithopter
3    Super VTOL            101 - 200     Rotor, Vtol, Ornithopter
1    Fighter                20 - 250     Prop, Jet, Wige
2    Fighter-Bomber        251 - 500     Prop, Jet, Wige
5    Bomber                501 - 1000    Prop, Jet, Wige
10   Heavy Bomber         1001 - 2500    Prop, Jet, Wige
0    Rocket                 20 - 1000    Chemical Rocket, Fusion Rocket
*    Prototype Craft         5 - 100.000 Any at 2* usual price.
Prototype craft require 1 crew/50 ton or fraction, unless driven by sails (1 crew/10 ton) or oars (1 crew/2 ton).
Crew requires 1 ton/crew member, as part of the life support (every 2 ton life support also houses 2 crew).
CBU stands for Continental Bombardment Unit, VTOL is Vertical Take Off and Lift.
Vehicle tactical recon is 1 + crew/5  (FRD) + 1 for 1ton sensors installed + 1 for every 10 km/h Vehicle speed.
Double this for VTOL craft/Airships, Halve this for Jet/Wige/Rockets.
Strategic recon is based on the number of 10*10 km area's that can be searched in a day.
Starts at 1 + Speed in Km/hr, but not more than the tactical recon. This assumes 10hrs/day is spend searching, and the terrain multiple is 1. If the terrain is more difficult to search more of the tactical rating can be used.
Double this for VTOL craft/Airships, Quadruple this for Jets/Rockets. Infantry has 1 strategic recon, unless enhanced by equipment/training.


Vehicle Equipment.
Aside from things like armor/weapons/point defense etc that translate directly, there are also things that translate less well.
As an example equipment that allows ship to emerge further from a warp point has no planetary equivalent.
It may still be installed on a ground unit, and it would even function, for example when installed on a space capable unit that can transit warp points.
There is some planetary specific vehicle equipment as well.

Engineering Equipment 1 ton 500 cr. Allows up to 20 engineers to function as if they had an Engineering Kit.
This is not a seperate system, rather it is lost when Life Support is destroyed (stored near lifesupport supplies).
Every full 4 ton adds 1 to a life support system vehicular hits, divide evenly amonst all life support.
Generic Sensors 1 ton 500 cr. Adds 1 tactical recon to the vehicle. Space Sensors do not add recon. This is not a seperate system, rather it is lost when life support is lost. (Cockpit/Dashboard readouts). Every full 4 ton adds 1 to a life support system vehicular hits, divide evenly amonst all life support, starting at the left most system.
Remote Sensor Drone 2 ton 5000 cr. Operates some distance away from the vehicle to look around corners, over the horizon, etc. Tied into the Fleet/HQ network. Operational range 2000 Km. increases Tactical recon by 10 and strategic recon by 10.
Stealth Systems 2 ton 1000 cr. 1 Vehicular hit (ST). Subtracts 1 from the signature rating.
Minimum Signature for vehicles is (1 and +1 Signature for every full 500 ton). Standard signature is (1 and +1 Signature for every full 5 ton).

When searching for a vehicle with strategic recon, then the maximum target signature depends on the range to the target.
Underground vehicles have a maximum signature of 1 for strategic recon when underground.
Ground/Naval vehicles less than 10 ton/Infantry/Powered Infantry have 1 maximum signature for strategic recon.
Ground/Naval Vehicles up to 250 ton have 9 maximum signature for strategic recon, they can be seen at 10 km range. This depends only partially on line of sight, as remote sensors are in common use.
Ground/Naval vehicles up to 16.000 ton have 25 maximum signature for strategic recon, they can be seen at 20 km range. All flying vehicles and Ground/Naval vehicles larger than 16.000 ton have 49 maximum signature for strategic recon, they can be seen at 30 Km range. Vehicles, even if they are really large, are seldom seen at ranges over 30 Km, due to the curvature of the planet and interfering atmospheric effects, such as battlefield smoke.

Vehicles are constructed with Ground-Based Industry or (SY) or (SYM). Each type of vehicle produced counts as one project for M1.02.1, and shipyard projects. Every HS build is 2000 ton of vehicles. Especially large vehicles might take multiple months to finish. It is not possible to build planetary vehicles larger than the largest space warship the race can construct, unless it is build at twice the usual cost, as a prototype vehicle.
A race is able to construct something after a space warship has been prototyped. Every HS of the space warship allows up to 2000 ton of vehicle mass.
Vehicles are build at the normal price, not 150% of the price, in Ground-Based Industry, and are usually constructed by Ground-Based Industry for that reason.

Now for some sample vehicles:
Humbee Light Transport 5 ton. 1 ton wheeled propulsion. 2 ton lifesupport, that houses 1 crew. 2 ton cargo. HQa(I-wh)
It has a 80 km/hr unloaded wheeled speed (more at SL 10+), and transports up to 20 ton cargo (1/1000th of a full sized cargo hold). Fully loaded with 20 ton (total weight 25 ton) it has only 16 Km/hr speed (4% * 4 for wheels). Note that wheeled vehicles do better on roads, double their speed there.

35 ton Brightwind 2 legged Light Walker. 12 ton 2 legged walker, 2 ton Life support, 5 ton light Fa, 6 ton Ga, 10 ton armor. AAAAA(I-w2)(I-w2)FaGaQa(I-w2). 1 crew, walker pilot/gunner. 68 Km/Hr. No intrensic supply, so it depends on supply dumps/other vehicles for its supply needs. Note that the fact that the Fa is light isnt directly visible on the design sheet, but it will be noticeable in its damage/range.
Light Fa (0-50 Km 1 vehicle damage 8- to hit), (51-75 Km 1 v dmg 7- to hit).
Ga 2 vehicle damage at any range. (0-25 km 7- to hit) (26-50 6-) (51-100 5-) (101-150 4-) (151-200 3-) (201-250 2-)
Note that it does 6 vehicle damage against targets lacking both shields and drive fields, which is usually the case for planetary targets. As the damage is nuclear, it also affects anything in the same hex. Also note that with adequate recon, it is not limited to line of sight, as it is a missile. Usually it is employed behind some scouting unit that gives it targets to fire at. As only 10 missiles are carried these should be used sparingly.

This considers the vehicle construction, but there is infantry too.

Lets start with the lowly Militia fire team, the smallest thing possible in terms of firepower.
Here it is assumed that militia are given minimal training, rifles as weapons, and no body armor. They may own and use personal cars for strategic movement, but those are unlikely to be used in combat.

This gives them the following stats:
Damage: as the carried rifle.
Speed: 2 km/hr with a heavy load (60 Kg), 4 km/hr with medium load (30 kg), and 6 km/hr with a light load (15 kg).
Hits: 3 personal hits/fire team member.
Recon: 1 tactical recon/fire team member. 1 strategic recon for the unit, in terrain with 1 recon multiple. In more difficult terrain up to the tactical recon ration or the terrain recon multiple, whichever is less.

Some typical equipment:
Standard Backpack. 10 Kg, 30 cr. Contains such esentials as bedrolls, cooking gear, rations, shovel, tent, water, etc. Without one, soldiers must be supplied daily. With one once a week is acceptable.
Engineer Kit 10 Kg, 50 cr. Allows an Engineer to function. Doesnt include demolition charges.
Demolition Charges 5 Kg 50 cr. Requires an Engineer with an Engineer Kit to use. Can be used to board bases/ships, to destroy non moving vehicles, etc. Does 2 Vehicle damage when exploded.
Extra Rations 5 Kg 5 cr, adds 1 week to the time a Standard Backpack can sustain a soldier. Only works when a Standard Backpack is already present. 1 Months worth of Endurance would be 1 Standard Backpack and 5 extra rations. Note that the food is concentrated, so a source of water is also required, but all but the most dry worlds will have plenty of water. Food enough for each following month would be 6 extra rations.
Extra Water 10 Kg 15 cr. Only needed on dry worlds. Needs a Standard Backpack to function. This is not only a larger water container, but also a air/soil water extraction unit, and special clothing (still suit) that recycles water. This makes each soldier water independent.
Ammo. 1 Kg 10 cr, enough for 1 typical 1 hr battle. Pistol/Revolver has enough ammo for a 1 hr battle, but all other weapons, including vehicle weapons have 2 hours worth of ammo included in their mass. Energy weapons can recharge as well as using this ammo. See Light Exoskeleton/Recharger.
Bayonet This requires an rifle of some kind to mount it. 1 Kg 10 cr. Improves Hand to Hand with +1 to hit and +1 damage. Basic Hand to hand has a 3- to hit for 1 damage, at range 0. Ranged weapons can only be used in the first round of Hand to Hand, with the exception of pistols/revolvers, which can always be used in HTH.
Light Anti Tank Weapon 4 Kg 500 cr, one shot antitank weapon, 1 Vehicle damage, 6- to hit, range 100 m.
This weapon lacks the the range to engage anti-air targets. Should one be within range, 1 to hit.
Light Anti Air Weapon 5 Kg 1000 cr, one shot anti-air weapon, 1 Vehicle damage, 7- to hit, range 5000 m.
Note that it can be used against tanks as well, but then it has a 3- to hit.
Light Body Armor 6 Kg 60 cr. Adds 6 personal hits if worn.
Medium Body Armor 12 Kg 150 cr. Adds 15 personal hits if worn.
Heavy Body Armor 24 Kg 400 cr. Adds 33 Personal hits if worn.
Super Body Armor 48 Kg 1000 cr. Adds 69 personal hits if worn.
Light Exoskeleton 10 Kg 200 cr. Adds 10 Kg to the maximum light load(25 Kg), 20 Kg to the maximum medium load(50 Kg) and 40 Kg to the maximum heavy load(100 Kg). Also adds 3 personal hits, this stacks with body armor. Standard power supply lasts 1 day. To recharge use vehicle power supply (each vehicle can supply enough power for 1 Kg equipment for every ton of the vehicle, this takes 1 hour), or a recharger.
Recharger 10 Kg 30 cr. Allows recharge of the Exoskeletons and energy weapons. Recharging takes an hour, for every 10 Kg of equipment that needs to be recharged. Montly maintenance takes care of recharging the Recharger, so a recharger that does not get its monthly maintainance no longer works.
Heavy Duty Recharger 60 Kg 120 cr. This counts as 8 normal Rechargers, and up to 8 pieces of equipment can be plugged in. Larger equipment can be recharged faster as well. See Recharger.
Heavy Exoskeleton 40 Kg 1000 cr. Adds 35 Kg to the maximum light load (50 Kg), 70 Kg to the maximum medium load (100 Kg) and 140 Kg to the maximum heavy load (200 Kg). Also adds 12 personal hits, this stacks with body armor. Standard power supply lasts 1 day, see Light Exoskeleton/Recharger.
Stealth Suit 5 Kg 50 cr. If all Fireteam members wear one then halve the signature rating of that fire team.
This stacks with sniper training.
Remote Sensor 4 Kg 250 cr. Drone mounted flying camera, tied in to Fleet/HQ networks. +1 tactical recon/soldier each, stacks with ranger training. Allows over the horizon recon. If at least 1 is present in a fire team then the base strategic recon of that infantry unit is 9 instead of 1.

A typical fire team size is 4 beings, but any number from 1 to 100 is acceptable.
Larger fire teams can inflict more damage, but are a bigger target for area effect attacks as well, and are more easily found.

Training:
A (QTF) can train up to 40 Qt troops at the same time, this is 4000 soldiers.
For every Qt not trained 5 Qt can be drilled instead.
Militia requires 1 month to train, costs 9500 cr + cost of equipment & weapons, for each soldier.
A month further training of militia gives regular soldiers, for another 10.000 cr each.
Powered Infantry must already be regular Infantry before the training can begin. They take 1 month to train, and cost an additional 30.000 cr each to train.
Crew members must already be regular soldiers, and they take a month and 20.000 cr each to train. They learn to operate/repair/maintain one type of vehicle (for example 2 legged walker).
Specialists must be regular infantry before they can begin training. Specialist training costs 10.000 cr for each soldier, and takes 1 month. Possible specialisations are:
-Engineer. Can operate an Engineer Kit/Demo Charges.
-Ranger. Doubles usual tactical and strategic recon rating.
-Sniper. Trained with Sniper Rifles. Assuming the unit is in cover (Hills/ Rough/ Urban/ Forest/ Jungle/ Swamp/ Mountain/ Underground/ Base/ Ship/ Asteroid) the Snipers can fire at least one free round against non sniper forces. After each round roll a D100 vs the tactical recon rating of the unit being fired upon. With the roll equal to or less than the rating the snipers can be spotted. If they are spotted, then 10% (round all fractions up) can be engaged. this continues until the snipers or the target unit is eliminated. Without sniper training, an infantrist can use a sniper rifle, but doesnt need to be spotted, and the entire unit can always be engaged. When two sniper trained units encounter each other, neither gets a free round. With a successful tactical recon roll !0% of the enemy can be engaged.

It is assumed that 1000 militia form an even match against a standard 1 Qt force. The militia outnumber them 10 to 1, but the Qt force uses light vehicles and powered suits.

Powered Suit Construction:
A Standard Fully loaded Powered Suit weights 1000 Kg, Costs 400.000 cr + Weapons/Equipment, has 425 personal hits, reaches 50 Km/Hr with its Jump jets, has 100 Kg worth of Equipment/Weapons and has 24 Hrs Battery Power.
It has 12 recon ((1 + Km/Hr/10) doubled). Its signature is 1. This can not be reduced by stealth systems, these are already assumed to be used.

To Construct a suit, modify some of these numbers.
Larger suits are more costly. Add 1000 cr/1 Kg above the 1000 Kg limit. Maximum Mass 5000 Kg.(See 2 Leg walker)
Smaller Suits are cheaper, but this is more linear, subtract 400 cr for every 1 Kg below 1000 Kg. Minimum mass 250 Kg. (See Heavy Exo Skeleton with Super Body Armor for a cheap Powered Armor version)
Every % of Fully loaded mass devoted to propulsion gives 2 Km/Hr speed. At least 2 Km/Hr.
Every 5 Kg devoted to Battery power gives 1 Hr Battery life. At least 2 Hr Battery life is required.
Every 1 Kg devoted to weapons/equipment gives 1 Kg Weapons/equipment. :lol:
Every 1 Kg devoted to Armor gives 1 Personal Hit.
Every 10 kg devoted to sensors gives 1 tactical recon.

Note that 30 Kg is devoted to Command/Communications/Control/Life Support, etc.
The human/alien element in the Powered Armor is 75 Kg on average. Suits are fitted to an individual soldier, with fitting to a different soldier taking 24 Hrs.

Unit Organisation.

Fire Team > Squads/Sections > Platoons > Company > Battalion > Regiment > Brigade > Division > Corps > Army

Each higher unit consits of 2-10 smaller units. The size is fixed for a given race once chosen. To change it, requires a one time fee of 10% of the total cost of the army units in existence, with 100 Mcr as a minimum.

Note that alien races probably will have their own unit names.

The speed of a given unit equals the slowest component of that unit. This is one of the reasons infantry/armor/artillery/etc arent combined often in the same unit, without some means to speed up the slowest parts.

As components usualy some mix of Infantry/Powered Infantry/Tanks/Artillery/Engineers/Recon/Mechanised Infantry/Walkers/Logistics Support etc is chosen.

Each enhances the total unit in some way.

Typically, each vehicle is in place of a squad/section of infantry. Larger vehicles, like CBU (Continental Bombardment Unit) might replace a Platoon, Company or even a Battalion.

Note that 10.000 ton vehicles can be build on starship scale as well. To translate their starship weapons down to vehicle scale, just treat them as 1000 vehicle weapons, while keeping their Starship range.

Unit stats of larger units are as follows:

Damage: The sum of all individual damages.
Speed: The slowest unit. Note that artillery may be towed, and also note that some external form of transport such as trains/shuttles/wet navy transports can be used for strategic movement.
Hits: The sum of all individual hits. Unless they are area effect weapons, one shot cant eliminate more than one unit member, like 1 vehicle or 1 infantry member.
Recon: The sum of the component recons. Note that in guerilla warfare this becomes the most important stat.
Supply capacity: The sum of all individual supply capacity. Dedicated supply units help here in two regards, as they typically carry more supply at the expense of fighting power, and can be detached to bring more supply from a supply source.
Build Capacity: The sum of all engineers present, enhanced if vehicles can assist. This is vital for building roads/bridges/defensive positions/airfields, etc.

All weapons used are able to be used against infantry, unless specifically prohibited.
Rifles cant usually be used against tanks, unless they are armor piercing. After all, tanks were more or less invented to protect against small arms fire.
Troops that cant otherwise hurt tanks, can still hurt tanks in close combat. Molotovs, limpetmines, ewock style ambushes, disposable weapons, etc all insure that. This is at 10% of their normal range 0 dmg.
To engage air targets some form of anti air weapons must be present, typically missiles/anti aircraft guns.
To engage naval (wet navy) units some form of anti naval weapons must be present, typically missiles/artillery.
To engage space targets, some form of space weapons must be present, typically fortress/CBU weapons.
To engage underwater targets, underwater weapons must be present, typically depth charges, torpedoes and underwater energy beams.
To engage underground targets, anti ground weapons must be used, typically moles/primary beams/earthquake charges.

To find the enemy, assuming he doesnt want to be found, recon is needed.
Each 2000 Km area requires a set amount of recon to comb.
1 Qt has 100 recon/day and a 2000 Km Plains area needs 40.000 recon. More difficult terrains need lots more recon to search. Thus unless a lot of searchers, or good searchers are used, it is hard to find the enemy.

The 40.000 recon is based on 1 recon for every 10 km*10 km area. Note that if the recon is applied over time, then the enemy forces can slip to positions already searched.

This is based on the chance of finding low tech militia.
To find actual soldiers, start with signature rating 1. Every full 10 soldiers adds 1 to the Signature rating. Snipers add only 1 signature for every 20 soldiers. Every 5 ton vehicle adds 1 to to the signature rating, unless stealth systems are used.

Divide the Total recon needed by the total signature rating to find the recon needed.

Example:
A 200.000 ton Battleship without Stealth the Bismark has a signature of 40.001, and 49 signature for strategic recon.

With a Sea Area having 40.000 strategic recon needed, 817 recon finds it.

Code: Select all
                                RECON TABLE
Terrain      Multiple
Plains       *1
Hills        *4
Rough        *25
Forest       *100
Jungle       *1000
Swamp        *250
Desert       *4
Ice          *25
Mountain     *25
Urban        *250
Underground  *500
Sea          *1
Coastal      *10
Underwater   *20
Air          *1
Space        *1
Asteroid     *25
Lava         *4
Ship/Base    *250
PDC          *100
Gaseous      *10


Code: Select all
                             MOVEMENT COSTS TABLE
Terrain      Foot Jump Wheel Half-T Ski-T Track Hover Walker Titan Flexibody Burrow
Plains          1    1     1      1     2     1     1      1     1         1      4
Hills           2    1     2    1.5     3   1.5     2    1.5     1         1      3
Rough           2    1     2    1.5     3   1.5     4      1     1         1      4
Forest          2  1.5     4      2     4   1.5     4    1.5     1       1.5      4
Jungle
Swamp
Desert
Ice
Mountain
Urban
Underground
Sea
Coastal
Underwater
Air
Space
Asteroid
Lava
Ship/Base
PDC
Gaseous


This ability of the various units to cross terrain doesnt help much without some form of terrain present.

Thus the Planetary Terrain Generator.

>For Gas Giants all terrain is Gaseous, in effect there is no difference in the terrain. Gas Giants have no Urban terrain even if inhabited. Likewise even if life is present no additional terrain types are available.

Any 76% or more (60% or more for T/ST/mT/HGT worlds) on the Y1.02 table indicates some vegetation is present.
If there is liquid water as well, add Forest/Jungle, Swamp to the terrain types present.
If there is no liquid water present then only add Forest/Jungle.

>Asteroids have as terrain Asteroids/Space. Moles are the only unit capable of moving in asteroids, but not in space, all other space capable units can move on asteroids and in space. 100% of the terrain will be Asteroid.

>Only ground troops from races originating from Neutron Stars can exist on Neutron Stars. Treat all terrain on the neutron star as Plains, unless inhabited, in which case Urban terrain is present as well. Neutron Stars do not have underground Urban areas.

>Type I Worlds have Ice as most common terrain, and can have Plains, Hills, Mountains, Rough. If inhabited then they can have Urban as well.

>Type F have (D10-7) % Water (0% is acceptable), (D10-5) % Ice (0% is acceptable), Plains, Hills, Mountains, with the most common being Rough. Any freestanding water must be the result of some sort of thermal activity. They cannot have Sea terrain, as the areas are not large enough, but they can have Coastal. The Water % of the world translates directly to the Coastal %. Do not roll for Coastal/Ice % below, those % are already determined.
If inhabited, they can have Urban as well.

>Type B have (D10-7) % Ice (0% is acceptable), Plains, Hills, Mountains, with the most common being Rough. They can have Urban if inhabited. Do not roll for Ice below, that % is already determined.

>Type H have Lava, Desert, Plains, Hills, Mountains, with the most common being Rough. They can have Urban if inhabited.

>Type V have Plains, Hills, Mountains, with the most common being Rough. They can have Urban if inhabited.
All moons except mT are treated as type V as well, but they do not have an atmosphere usually.

>Type T/ST/mT/HGT have the most variation, and can have any terrain, except Gaseous/Space/Asteroids/Lava.
The most common type will likely be plains or sea. Liquid water is present.

After knowing what terrain types can be present, roll for each terrain type in order.

If there is liquid water present, and the % is not already determined, start by determining the Sea percentage. Roll D100. Any result less than 11% or more than 90% means the D100 needs to be rerolled. The second result is final. This is the Sea percentage with from 1 to 100% being possible. With 100% Sea the only other terrain types possible are Underwater/Underground Urban.

If there is Ice, and it is not the most common terrain roll 2D10 and subtract 5. The result is the Ice%. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. If Ice is the most common type, generate it as Sea above, resulting in from 1 to 100% Ice. With 100% Ice, the only other type is Underground Urban.

If there is Sea terrain, there is usually some Coastal as well. (Sea %/10 (FRD)) - 5 + D10 gives the Coastal %. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Coastal can be from 0 to 13%. Note that there can still be Coastal present even without Sea, this represents large lakes. Coastal can also represent islands. On the world map, coastal is usually (90%+) found adjacent to Sea, or other Coastal, if there is not enough Sea to go around. Sea areas with terrain other than coastal adjacent to them indicate that there is some sort of boundary, for example a Mountain ridge rises from the Sea.

If there is vegetation, and liquid water, there can be Swamps. (Sea %/20(FRD)) - 5 + D10 gives the Swamp %. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Swamp can be from 0 to 9%.

If there is vegetation there can be Jungle/Forest. All Jungle/Forest on the center three hex rows of the planet are Jungle, the others are Forest. (Currently Unallocated % / 10(FRD)) - 5 + D10 gives the Jungle/Forest %. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Jungle/Forest can be from 0 to 15%. Note that this usually is Carbon Based, but this is not strictly required.

If Mountains are present they occupy (Currently Unallocated % / 20(FRD)) - 5 + D10. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Mountains can be from 0 to 10%.

Many Mountains usually mean lots of hills as well. Mountain % - 5 + D10 gives the Hill %. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Hills can be from 0 to 15%.

Deserts occupy (Currently Unallocated % / 10(FRD)) - 5 + D10. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Deserts can be from 0 to 15%. There is one exception, with a Sea % < 10% all remaining terrain is Desert.

If present Lava occupies (Currently Unallocated % / 10(FRD)) - 5 + D10. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Lava can be from 0 to 15%.

Rough will occupy the remaining Unallocated terrain if it is the most common. This could result in it not being the most common type, depending on the various other rolls. This is ok, it just means it is not a typical planet of that type. Otherwise Rough occupies (Currently Unallocated % / 10(FRD)) - 5 + D10. The result can neither be lower dan 0% or higher than the remaining unallocated percentage. Rough can be from 0 to 100%.

Urban will occupy 1 % for every 10% or fraction of the maximum population that is present. Note that not all population will be present in Urban areas, some will be in smaller settlements, particulary if the population doesnt need life support. Urban % that exceeds the Currently Unallocated % will be Underground/Underwater.
Urban % will be from 1% to 10% if present.

The remaining Unallocated terrain will be plains.

So how does it fit on a planet? Well, by making a World Map of that planet.

Code: Select all
          2
      2       2         5       5
     1 2     2 3       4 5     5 6
    1 1 2   2 3 3     4 4 5   5 6 6
   1 1 1 2 2 3 3 3   4 4 4 5 5 6 6 6
  1 1 1 1 2 3 3 3 3 4 4 4 4 5 6 6 6 6
   1 1 1 2 2 3 3 3   4 4 4 5 5 6 6 6
    1 1 2   2 3 3     4 4 5   5 6 6
     1 2     2 3       4 5     5 6
      2       2         5       5
                            5
Note that there are 100 areas on each planet/moon/etc, and the numbers are the Planetary Zones/Hex Sides. Each area is around 2000 Km across on an Earth Sized world. Assuming 30 days travel, of 8 Hrs every day, every 10 Km/Hr speed translates into one 2000 Km area/month. Generally only troops inside the same Area can fight, but some longer ranged weapons can strike across multiple areas.


For each % fill in one area. The center 3 rows will contain Jungle, the other rows will have Forest. Ice starts at the top and bottom, and will only go down/up an area if more than 50% of a given row has already been filled with Ice.

Areas on the same row connect. The North and South pole connect to the 4 adjacent areas of the nearest row each. Zone 1 connects to Zone 6 as well (the world wraps around).

If the planet/moon/etc was colonized during the game, the player can determine exactly where each Urban area is placed before the invasion starts, and before the attacker has announced which zones he is going to attack. Unless absolutely no prior knowledge of the planet is available, assume that the attacker knows at least the Urban terrain. Every Survey Point reveals 4 areas on a T/ST/HGT/mT, or 1 area on V worlds, 5 areas on B/H worlds/Moons and 10 areas on type I worlds. Type G worlds only have Gaseous terrain, so no survey is required for that. Landed Treoops know the type of area they land in. If they land into an area that they cannot cross, they may not move, and will suffer 10%/month attrition (or more if for example regular soldiers are dropped in Lava Terrain).

On Planets already filled with population prior to the game, assume at least 50% of the Urban terrain will be adjacent to Sea/Coastal areas, if above ground.

On logical worlds, some Mountains will be adjacent, to form Mountain ranges. Hills will usually be found near Mountains. Desert/Sea or Desert/Ice or Ice/Jungle generally dont occur adjacent to each other. Unless a lot of Ice is present, the center three rows should be Ice free.

The fastest way to generate a Worldmap is to leave the most common terrain for last, and let it fill the remainder.

For the other types of terrain just use a D6 to determine the Hex Side/Planetary Invasion Zone, and a D10 (for 2/5)/D7 (for 1,3,4,6) for the row.

Boarding party rules:

1) Shields and the Drive Field must be down before troops can be send over. In atmosphere the shields are always down, unless the planetary shields are used. These can be found in other house rule posts =)

2) Unless using theban style boarding torpedoes troops must use shuttles, or have space movement. Powered Infantry/2 legged Walkers/ Repulsor Craft/Rockets have space movement. Note that the 2 legged walkers use their jump jets for this they do not actually do the moonwalk...
Unless the target unit is very slow (which is not an unreasonable assumption with Drive Field down) space capable units can not intercept them.

3) Only troops with movement inside ships/bases can enter ships/bases. Thus Militia/Infantry/Powered Infantry/Light Walkers/All Moles/can go there.

4) The base crew of ships is 1 personel point/HS. This translates to 5 crew/personel point. Assume half the crew of warships/bases/AF/PDC can fight as militia, unless they are armed/armored etc. Only 10% of the freigher crew can fight.

5) to gain entrance to the ship/base etc some engineers must be present among the attackers.

6) The ship can selfdestruct, if it passes the test for ramming. As this is generally done at the last moment, the invaders do have a chance to prevent this. Assume a 10% base prevention chance +5% for every round the combat has lasted so far. This is also the same chance that any weapon aboard the boarded ship cant be used.

7) Any damage to the boarded ship wipes out 10 beings from the attacker, or 50 ton vehicles for every destroyed HS. Also, this halves the damage the attacker does for the rest of the combat, as they are forced to guard their backs...

More to follow...
Last edited by TerryTigre on Wed 29 Aug 2012 13:59, edited 67 times in total.
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Re: Ground Cpmbat

Postby AlexeiTimoshenko on Fri 20 Jul 2012 04:13

I've used other game systems to represent ground combat. Depending upon the scale of combat Battletech does nicely as you can completely design your own vehicles as well as use the smaller dropships to represent smct.
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Re: Ground Cpmbat

Postby TerryTigre on Fri 20 Jul 2012 05:16

Ah yes, i have played Battletech as well, especially the computer versions. It is a large game system, with rules for miniatures, space battles, etc.

But the idea here is to keep the relation to Starfire Starship systems 1:1 so new technological advantages for the space game can be used in the ground combats as well.
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Re: Ground Cpmbat

Postby AlexeiTimoshenko on Fri 20 Jul 2012 05:31

I'm not saying to directly use Battletech. I'm thinking along the lines of using it as a template for vehicle design including modifying the smaller dropships like the Leopard to become ast's. Some of the weapons translate fairly well. For example the lasers are fairly easy to adapt with pulse and extended range variants being the more advanced models and large lasers being the ground equivalent of capital weapons.
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Re: Ground Combat

Postby drakar on Sun 22 Jul 2012 17:02

TerryTigre wrote:Squads > Section > Platoons > Company > Battalion > Regiment > Brigade > Division > Corps > Army


Team/Section > Squads > Platoons/Company HQ > Company/Battalion HQ/Battalion Field Support > Battalion > Regiment/(Omitted) > Brigade/Troop Command > Division > Corps > Army

I revised based on Line Unit/Support Unit with the possibility of having a correleation of x ammount of Line Units being requied to have x ammount of support units(cooks,headquarters,maintenance, etc.). I also swapped Section and Squad as Sections tend to be smaller and lower on the totem than a squad as they are typically lead by an E-5 and a squad is lead by an E-6.
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Re: Ground Combat

Postby AlexeiTimoshenko on Sun 22 Jul 2012 17:25

drakar wrote:Team/Section > Squads > Platoons/Company HQ > Company/Battalion HQ/Battalion Field Support > Battalion > Regiment/(Omitted) > Brigade/Troop Command > Division > Corps > Army


What level are you placing support units for higher level commands at. I've looked at the OB for both sides in the 1944 Ardennes offensive. Both the Allies and Germans had units assigned at the Corps/Army level.
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Re: Ground Combat

Postby TerryTigre on Mon 23 Jul 2012 07:10

drakar wrote:
TerryTigre wrote:Squads > Section > Platoons > Company > Battalion > Regiment > Brigade > Division > Corps > Army


Team/Section > Squads > Platoons/Company HQ > Company/Battalion HQ/Battalion Field Support > Battalion > Regiment/(Omitted) > Brigade/Troop Command > Division > Corps > Army

I revised based on Line Unit/Support Unit with the possibility of having a correleation of x ammount of Line Units being requied to have x ammount of support units(cooks,headquarters,maintenance, etc.). I also swapped Section and Squad as Sections tend to be smaller and lower on the totem than a squad as they are typically lead by an E-5 and a squad is lead by an E-6.


Ah yes, what i havent said is that i mixed american pre 1957 army forces with british sections.

Current American Army formations have underwent major revisions at least twice, first by removing regiments, and then by switching to BCT (Brigade Combat Teams).

I could also have used other terms, Least Claw >Small Claw > Claw > Great Claw > Least Fang > Small Fang > Great Fang > First Fang.

The point here was that i used those names because they sound familiar, and give a good indication of relative strength.
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Re: Ground Combat

Postby drakar on Mon 23 Jul 2012 08:21

Fair enough I was just giving another alternative for a more updated breakdown and thank you for reminding me that the Regiment had been replaced by the BCT :oops: .
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Re: Ground Combat

Postby AlexeiTimoshenko on Mon 23 Jul 2012 17:08

Most of your assumptions in the original post seem sound. The one that I have a problem with is your volume assumption for H. If you use those same size parameters for Q then you're cramming 50,000 colonists into 8,000 cubic meters. This comes out to 6.25 colonists/cubic meter. Even in cryo that's beyond stacking like cordwood.
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Re: Ground Combat

Postby procyon on Mon 23 Jul 2012 18:18

AlexeiTimoshenko wrote:cramming 50,000 colonists into 8,000 cubic meters.


It takes 10 Qv to hold a PTU.
A PTU is 50,000 colonists.
So a Qv at 8000m3 hold 5000 colonists.

That's about one and a third cubic meters per colonist. Which is still tight, but doable.
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