Stargrunt 2
TODO: think about
- this guy's house rules
- vehicle house rules
- does rally need this?
When rallying troops, apply a 1 die-shift negative modifier to the quality die of the officer rallying the troops if he is not within 6" (face to face).
- do I need to write my own marksman rule?
- revisit swarming rules
Rolls
- A success is one or more acting dice exceeding all defending dice. (Neither side sums the dice.)
- In contexts that use multiple dice, a partial success is 1 attack die higher than all defense, a full success is 2 or more attack dice higher than defense.
shifts | mod | of | examples |
---|---|---|---|
1 | soft cover | range and armor rolls | edge of woods, hull down |
2 | hard cover | range and armor rolls | behind walls, boulders, or hill crest |
Open Shifts
By default, dice shifts are capped and any push below d4 or above d12 is discarded.
Modifiers marked as open are applied to the opposing dice when they would go past the cap.
Annotated as open(acting factor,opposing factor), so if acting factor is maxed, apply it to opposing factor.
Confidence Test
- Roll Unit Quality vs LV + Threat Level.
- if roll is higher, no loss.
- if roll is failed, lose one Confidence Level.
- if roll is half or less, lose two total.
Trigger Events
Event / Motivation Level table:
Event | Low | Med | High |
---|---|---|---|
First suppression this game | 2 | 1 | pass |
Takes Casualties from fire | 2 | 1 | pass |
Takes more casualties in one attack than it has survivors afterwards | 4 | 3 | 1 |
Unit Leader is Casualty | 4 | 3 | 2 |
These modifiers stack with the above base levels:
Event | Low | Med | High |
---|---|---|---|
Unit under aero/artillery attack | +2 | +1 | +0 |
Each untreated casualty in unit | +1 | +0 | +0 |
Are abandoning casualties | +3 | +2 | +1 |
(Abandoning means withdrawing from visible enemy while leaving living casualties behind.)
Panic
- When panic test is triggered, roll Quality vs LV
- fail: unit is panicked.
- Only allowed action is to spend whole activation attempting to remove panic:
- when attempting removal, rolling a natural one costs a Confidence level.
- Unit is immune to panic tests after the first trigger per game.
Reaction Test
- Roll Quality vs LV+Threat
- On success, action happens.
- On fail, that action is aborted and a retry can't happen til next game turn.
Suppression
- A unit can have 0 to 3 suppression markers on it; if not zero, it's SUPPRESSED.
- All infantry actions are blocked, except for:
- Reorganize while in cover.
- Defend against Close Assault. (But not including firing while they're charging.)
- Observe
- Communicate
- Remove Suppression
- Vehicle crews and infantry in buildings don't have the above restrictions:
- they can do anything that doesn't involve leaving the protection of the vehicle or building, not even partially exposed, such as using an externally mount weapon.
- in a building, they can leave by unthreatened exits.
Game Turn
- at the top of the turn, the faction with fewer units goes first.
- the active faction can PASS if they have fewer unactivated units than the opponent. (This means the smaller faction decides who activates first in each game turn.)