Quality
die | color | Quality | Gear | make panic check first time... |
d4 | yellow | untrained | unaided | sees enemy |
d6 | green | green | basic | sees enemy armor or is fired on |
d8 | blue | regular | enhanced | attacked by Terror unit |
d10 | orange | veteran | superior |
d12 | red | elite | artifact |
("artifact" is a homebrew level)
Defenses
die | Armor | Vehicle |
d4 | none |
d6 | partial light armor | Thin-skinned |
d8 | light armor |
d10 | light power armor |
d12 | heavy power armor | Vehicle DR1 |
d12xN | roll 1d12, then xN | DR{N} |
Small arms fire can do nothing more than suppression on DR2 or higher
LV (Leadership)
grade | leadership |
1 | inspirational |
2 | average |
3 | poor |
(field promotion rule: d6: 1,2 => worse, 6 => better, clamped to [1,3])
Confidence
Tier | Description |
Confident | ready for anything |
Steady | willing to fight |
Shaken | worried, reluctant to take risks |
Broken | no longer willing to fight |
Routed | shattered and running |
- Steady+ have no limits.
- Shaken units must pass a reaction test LV+2 to leave cover and enter the open, or move towards a located enemy.
- Broken: in open, must move towards cover (that's not moving it closer to enemies)
- only leaves cover when moving away from located enemies
- only fires when fired upon
- is routed if Close Assaulted
- Routed: only action is to run for extraction point.
- if enemy within 12" and unit can't move without moving closer to some enemy, surrenders.
Fatigue
Tier | Max Confidence | Description |
Fresh | Confident |
Tired | Steady | been on the front line for days, or at a long stressful posting |
Exhausted | Shaken | in active combat for days, or short on supplies |
Motivation
How important is the assignment to this unit, in terms of risks and casualties they'll stomach?
Tier | Description |
Low | Unwilling to take unnecessary risks |
Medium | Unreasonable odds trigger a withdrawal |
High | mission is critical |
Scale Names
type | names |
army | squad,platoon,company,battalion,regiment |