Alternate Ground Combat: Difference between revisions

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:: ''The Stars Without Number title, ''Starvation Cheap'', has a mass combat system that is substantially less complex than the [[Ground Combat]] system currently under development. The source is provided [[:File:Starvation Cheap (Military Campaigns).pdf|here]].''
==Unit type roles==
:: ''The rules below are at a very early stage and should not be considered grounded (no pun intended) with any hard procedures or values.''
'''Armor:''' 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties


==Building the Forces==
'''Infantry:''' 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll
===Military Size===
The Federation has the ability, essentially, to create as many ground forces as it requires. However, non-superstates are limited in this capacity primarily by planetary population. The first step is determining the maximum possible size of the army. Identify the civilian population count; this is what fills the army's recruitment pool. 1% of this population are soldiers on a relatively calm world, 5% during active warfare, and 10% if fanatically violent or desperate.


Next, the Leadership and Tactics modifiers must be determined. Find the appropriate tables on the [[Faction Skills]] page and roll for both the Command and Unit skills. These should be recorded for possible use later. Compare both of these skill values to the Leadership & Tactics Modifiers Table below. The Leadership and Tactics modifiers are derived from the Command and Unit skills of the supreme leader and the military, respectively.
'''Artillery:''' 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
'''Anti-air defense (AAD):''' 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well
|+ '''Leadership & Tactics Modifiers Table'''
|- 
| Command skill || Modifier
|-
| ≤ 35 || -2
|-
| 36 - 60 || -1
|-
| 61 - 90 || 0
|-
| 91 - 97 || +1
|-
| ≥ 98 || +2
|}


Now determine the maximum number of units. This is equal to the sum of the planet's [[Tech Level]], the Leadership modifier, and the Tactics modifier (also below), which is based on the average Unit skill of the military.
'''Deflector defense (DD):''' may only be used for defense (not attack); has no attack/defense roll but presence of 1 unit lowers the defender's die for damage step rolls by 2 (ex: 1d8 becomes 1d4) and each additional deflector unit lowers it by one more (1d2 is the lowest); may be directly attacked by special forces or air support


This value is the number of units that are available to the planetary force. It is important to note that, despite the presence of subordinate officers with their own Command skills commanding each of the formations, the maximum number of independent units is limited to this value. It reflects the supreme leader's capacity for directing independent units.
'''Engineers:''' 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit


===
'''Air Support:''' 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD or DD directly for  “margin of victory” comparison (where loser has default "1" value).


==Landing Zones==
{| class="wikitable"
Star Fleet must seize and control an appropriate landing zone as a beachhead, so that follow-on forces for the mission can land safely and reorganize as rapidly as possible. With the exception of special forces units that operate custom shuttlecraft capable of eluding most detection methods or insert via transporter, the initial planetary invasion force must arrive in dedicated assault shuttles designed to carry troops & their equipment. Once on the ground, they will immediately race to pre-assigned locations around the LZ in order to seize and secure it for the later troops.
|+ Unit Terrain Modifier Table
 
! Terrain !! Armor !! Infantry !! Artillery !! AA !! DD !! Engineers !! Air Support
Star Fleet will generally have plenty of options for landing zones from which to choose as their initial beachheads. The following procedures will establish these options.
|-
 
| Light Urban || -1 || +1 || 0 || 0 || n/a || +1 || 0
* Roll 1d10 + 2. The result represents the areas that are candidates for LZs.
 
* Roll 1d100 for the terrain on which the Vital Point is located:
<div style="text-align:center;">
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Terrain'''
|-
|-
! style="width: 100px;" | Roll 1d100
| Heavy Urban || -2 || +2 || -1 || 0 || n/a  || +2 || -1
! style="width: 150px;" | Terrain
|- style="background:#FFC46F;"
| 01 - 07 || light urban
|- style="background:#D8E9D2;"
| 08 - 27 || heavy urban
|- style="background:#FFC46F;"
| 28 - 35 || rural
|- style="background:#D8E9D2;"
| 36 - 56 || forest / jungle
|- style="background:#FFC46F;"
| 57 - 60 || sandy desert
|- style="background:#D8E9D2;"
| 61 - 64 || rocky desert
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+
|-
|-
! style="width: 100px;" | Roll 1d6
| Rural || 0 || 0 || 0 || 0 || n/a || 0 || 0
! style="width: 150px;" | Type
|- style="background:#FFC46F;"
| 65 - 76 || mountainous
|- style="background:#D8E9D2;"
| 77 - 80 || coastal
|- style="background:#FFC46F;"
| 81 - 88 || tundra
|- style="background:#D8E9D2;"
| 89 - 96 || grassland
|- style="background:#FFC46F;"
| 97 - 99 || polar
|- style="background:#D8E9D2;"
| 100 || volcanic
|}
</div>
</div>
<br>
Repeat results represent different, although similar, locations. The terrain will factor into any combat centered around the LZ.
 
===Pre-Invasion Intelligence===
Next, each potential LZ is rated for three criteria: strategic importance, logistical feasibility, and tactical considerations. The strategic importance is based upon key objectives necessary for the overall invasion's goals & success, such as distance to major cities, resource-rich areas, military installations, or other strategically valuable locations. Logistical feasibility examines factors such as proximity to supply lines, availability of resources, terrain suitability for landing, and the presence of any logistical infrastructure. Tactical considerations assess the immediate advantages and disadvantages of each potential landing zone, defensibility, proximity to enemy forces, potential for surprise, and the ability to support further operations.
 
Because tactical factors may be so fluid, there may be some "known unknowns" just prior to the launch of the invasion. Roll 1d6 for each LZ candidate; a roll of 1 indicates the tactical value is undetermined. When that happens, a special forces unit may be inserted in order to acquire the missing information. Against worlds that have a [[Tech Level|tech level]] 2 stages or lower than the invading forces, this mission is considered a [[Skills#Skill_Test|Simple Test]] against the [[Skills#Crew_Skill|Unit Skill]]. Worlds that are 1 level lower have a mission complexity of a Routine Test. Worlds 1 level ''above'' the invaders would require an Extreme Test. Worlds that match the invaders' tech level will be Challenging or harder; roll 1d6: 1-3, the mission will be Challenging; 4-5, Difficult; 6: Extreme.
 
If the skill test is successful, accurate information for a tactical assessment is acquired. If it fails, roll on the appropriate [[Random_Events#Event_Failures|Event Failure table]] (first column), to determine the Damage Estimate. The results of the failure depend upon that estimate:
; Minimal Failure: The unit is unable to gather any usable information before having to abort the mission. Their presence and activities remain undetected, and there are no immediate consequences aside from the lack of data. The adversary has no indication an operation occurred, so the unit’s identity is not at risk. No intelligence value is returned. ''This possible LZ has a tactical value, but that is not available to the planners.''
; Marginal Failure: The unit manages to report some intel data, but it’s based on guesswork or fragmentary evidence . The opposition may notice minor anomalies or increased activity, but cannot confirm espionage. There might be a slight increase in local alertness, but no actionable intelligence is gained by the opposition. The data is of little operational use. ''This LZ candidate has a real tactical value, but the invasion planners only have a range of values that are 4 long (''e.g.'', “somewhere between 4 and 7”). The real one is somewhere in that range.''
; Major Failure: The opposition detects clear signs of espionage, such as tampered sensors or intercepted communications, and begins counterintelligence efforts. The adversary may gather clues about the methods or tools used, which could, over time or with further incidents, contribute to identifying the unit’s origin. The intel data has low confidence and reliance on it could lead to poor decisions. ''The possible LZ has no reported tactical value; the real one will not be revealed to the planners.''
; Massive Failure: The unit is fed false information by the adversary, either through planted evidence or counterintelligence traps, and they report a value that is the exact opposite (''e.g.'', reporting a 10 when the true value is 1). The opposition identifies the espionage attempt and has a high probability of gaining insight into the unit’s methods or identity. ''The real tactical value of the candidate LZ will be determined by 1d10, but the reported value will be on the opposite of 5—reporting a 10 when the true value is 1 or a 4 instead of a 6—and a 5 will be rerolled.''
; Disaster Failure: Not only does the unit return a value that is entirely fabricated by the opposition, but sensitive equipment ''or personnel'' are also captured. The unit’s identity is likely to be revealed, either through captured materials, interrogations, or forensic analysis of equipment and communications. The opposition uses the event to their advantage, possibly spreading disinformation, exploiting captured technology, or using the incident for propaganda. The Federation's intelligence assets on the planet are at extreme risk. ''This LZ candidate will have an actual tactical value no higher than 5, though the reported value will be no lower than 7 (on a different 1d10 roll).''
; Catastrophic Failure: The unit is captured or killed, and the opposition gains full knowledge of the operation, the unit's identity, and the planned invasion, including objectives, sponsors, and broader intelligence context. The false value reported leads to a major strategic error or crisis for Star Fleet. The fallout is extensive, affecting diplomatic relations and future intelligence capabilities, as well as having long-term strategic consequences. ''All LZ candidates now have a tactical value of 1, indicating the most extreme military disadvantage, and this will be evident to the invasion planners.''
 
===Actionable Intelligence===
Regardless of any espionage mission, each LZ must now have its "score" determined. Roll 1d10 for each criteria for each LZ: strategic, logistical, and tactical. If an espionage mission was conducted, plug the mission-modified number in for that LZ's (reported) tactical value. Total the three values; the LZ with the highest score is the best one for the invasion. If the mission planners intend to have more than one LZ, then the descending scores will indicate the next best LZ and so-on.
 
The difference between the reported score and the actual score can have significant impact upon the invasion. While the reported score helps the planners determine the landing site(s), the actual score influences the hard reality of the condition of that site. As each LZ will have an actual total LZ score of between 3 and 30, compare each score to the following table, in order of priority of the chosen LZs (''e.g.'', the primary LZ compares first, and so on).
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Landing Zone Scores'''
|-
|-
! style="width: 100px;" | Score
| Forest || -1 || +1 || -1 || -1 || n/a || +1 || -1
! style="width: 535px;" | Ground Defenses
|- style="background:#D8E9D2;"
| 3 - 9
| style="text-align: left;" |each available defending unit that rolls 4 or less on 1d6 will respond
|- style="background:#FFC46F;"
| 10 - 15
| style="text-align: left;" | each available defending unit that rolls 1 or 2 on 1d6 will respond
|- style="background:#D8E9D2;"
| 16 - 23
| style="text-align: left;" | each available defending unit that rolls 1 on 1d6 will respond
|- style="background:#FFC46F;"
| 24 - 30
| style="text-align: left;" | LZ is undefended; no opposition units defend
|}
<br>
'''Note:''' Defending units committed to a higher priority LZ will not re-roll for the remaining LZs.
 
===D-Day +0: The Invasion===
Invasions are very similar to the later War Turns, though with one considerable difference: each attack/defend phase is repeated by the next until one side or the other pull out (or are destroyed). The invading force are the attackers and the defenders are the planetary forces that are resisting them. As each attack phase is resolved, each player decides if they decide to pull away or not. The entire invasion turn takes place over a few number of days, just as with a war turn, but compacted with multiple phases.
 
If the attacker holds the landing zone at the end of all combat there, the beachhead is secured and it now becomes the invader's first Vital Point. There are some additional rules that apply only to this phase:
 
* The strength of each unit is reduced by 1, unless it has the "marine" trait. This trait denotes units that have specialty training in the chaos of planetary assaults, as the attacking units disembark their transports and reorganize into a cohesive unit while under fire.
 
* A special forces unit attached to the invasion may land in the short term prior to the main force's arrival. There, if they complete a [[Skills#Skill_Test|Challenging skill test]], they have achieved their primary goal and the Battle Results will shift one step in their favor; that is, they can either reduce their side's damage (incurred in that initial phase) by one step or add an additional step of damage to the enemy forces. If they pass a second Challenging skill test, then they have achieved all their secondary objectives and an additional step is added to the first. Both steps must either apply to their side or to the enemy forces. However, if they fail that first skill test, no more attempts may be made AND one additional step of damage will be applied to their own forces. This mission may only apply to the initial phase of the invasion; all other phases will be straight combat.
 
* During the entire invasion turn, no units may be put into recovery or reserve. (see [[Alternate_Ground_Combat#War_Turn|War Turn]] below). Units have Attack orders until they prevail or pull out. The compressed timeline that is a feature of the invasion does not allow for either. This applies to both sides.
 
==Vital Points==
A war is won or lost by control of Vital Points. These points can be physical locations on the planet, such as a peak with a commanding field of fire on the only usable pass through a mountain range, or they can be more metaphorical points, such as the support of a high-tech enclave of religious enthusiasts who have an advanced factory complex. Each Vital Point initially belongs to a side, and if all of their points are captured or destroyed, the side is no longer capable of prosecuting the war.
 
The number of Vital Points to choose for a side depends on the size and the importance of the war to that side. A powerful, hegemonic nation that really isn’t all that interested in the fight might have only a few Vital Points, representing the limited reverses that they’ll tolerate before they decide the war isn’t worth the effort. A hard-pressed group of guerrilla rebels might have only a few Vital Points as well, as they’re a fragile force that can’t take many losses before they’re destroyed. Conversely, a small nation fighting desperately
for its survival might have significantly more points that have to be reduced before it collapses.
 
For Star Fleet's perspective as an invading force, the first concern is securing one or more landing zones (LZ). Once at least one LZ has been secured as a beachhead, the forces will move out to capture pre-identified sites that will serve as Star Fleet's Vital Points. Star Fleet may willingly relinquish the beachhead if another Vital Point serves the purpose better (such as a large spaceport). However, until at least one other beachhead is established, the initial one must be retained as a critical Vital Point to control. Loss of all beachheads will mean forces already on the ground will be unsupported and unable to take advantage of the recovery assignment (detailed below). Reinforcements will be denied (with the exception of one battalion-size special forces unit per war turn) until at least one beachhead is secure for an entire war turn. That can be achieved by capturing (or re-capturing) an appropriate Vital Point or establishing a new one through another planetary assault.
 
----
On-planet forces will have pre-established Vital Points that are required for their ability to continue fighting (and existing). To determine these positions:
* Roll 1d10 + 2 for the number of Vital Points.
* For each point, roll 1d8 for Type:
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Vital Point Types'''
|-
|-
! style="width: 100px;" | Roll 1d8
| Jungle || -2 || +2 || -2 || -2 || n/a || +2 || -2
! style="width: 100px;" | Type
|- style="background:#D8E9D2;"
| 1 - 2 || Military
|- style="background:#FFC46F;"
| 3 - 4 || Industrial
|- style="background:#D8E9D2;"
| 5 - 6 || Social
|- style="background:#FFC46F;"
| 7 - 8 || Political
|}
<br>
* Roll 1d6 for specific type of Vital Point:
<div style="text-align:center;">
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Specific Vital Point Type'''
|-
|-
! style="width: 100px;" | Roll 1d6
| Sandy Desert || -1 || -1 || +1 || +1 || n/a || 0 || +1
! style="width: 250px;" | Type
|- style="background:#D8E9D2;"
| || '''Military'''
|- style="background:#D8E9D2;"
| 1 || Fortification
|- style="background:#D8E9D2;"
| 2 || Site with natural defenses
|- style="background:#D8E9D2;"
| 3 || Ruins
|- style="background:#D8E9D2;"
| 4 || Strongpoint
|- style="background:#D8E9D2;"
| 5 || Outpost
|- style="background:#D8E9D2;"
| 6 || Chokepoint
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+  
|-
|-
! style="width: 100px;" | Roll 1d6
| Rocky Desert || -1 || 0 || -1 || 0 || n/a || +1 || 0
! style="width: 250px;" | Type
|- style="background:#FFC46F;"
| || '''Industrial'''
|- style="background:#FFC46F;"
| 1 || Factory complex
|- style="background:#FFC46F;"
| 2 || Industry town
|- style="background:#FFC46F;"
| 3 || Research or training center
|- style="background:#FFC46F;"
| 4 || Supply depot hub
|- style="background:#FFC46F;"
| 5 || Community of skilled workers
|- style="background:#FFC46F;"
| 6 || Mine, cropland, or resource
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+
|-
|-
! style="width: 100px;" | Roll 1d6
| Mountainous || -2 || +2 || -2 || -1 || n/a || +2 || -1
! style="width: 250px;" | Type
|- style="background:#D8E9D2;"
| || '''Social'''
|- style="background:#D8E9D2;"
| 1 || Major population center
|- style="background:#D8E9D2;"
| 2 || Sacred site
|- style="background:#D8E9D2;"
| 3 || Traditional seat of rule
|- style="background:#D8E9D2;"
| 4 || Site of famous victory
|- style="background:#D8E9D2;"
| 5 || Revered personages
|- style="background:#D8E9D2;"
| 6 || Place of safety & sanctuary
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+
|-
|-
! style="width: 100px;" | Roll 1d6
| Coastal || -1 || 0 || 0 || 0 || n/a || +1 || +1
! style="width: 350px;" | Type
|- style="background:#FFC46F;"
|  || '''Political'''
|- style="background:#FFC46F;"
| 1 || Home of major nobility
|- style="background:#FFC46F;"
| 2 || Town of regime supporters
|- style="background:#FFC46F;"
| 3 || City of dubious loyalty
|- style="background:#FFC46F;"
| 4 || Capital of region
|- style="background:#FFC46F;"
| 5 || Loyalty of regional gentry
|- style="background:#FFC46F;"
| 6 || Oligarch’s business holding
|}
</div>
</div>
<br>
* Roll 1d6 for the reason it is vital:
<div style="text-align:center;">
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Importance'''
|-
|-
! style="width: 100px;" | Roll 1d6
| Tundra || -1 || -1 || -1 || -1 || n/a || +1 || -1
! style="width: 450px;" | Type
|- style="background:#D8E9D2;"
|  || '''Military'''
|- style="background:#D8E9D2;"
| 1 || Commands a strategic transit route
|- style="background:#D8E9D2;"
| 2 || Would decimate any advance past it
|- style="background:#D8E9D2;"
| 3 || Would serve as an alternate landing zone/spaceport
|- style="background:#D8E9D2;"
| 4 || Is a major recruit mustering point
|- style="background:#D8E9D2;"
| 5 || Is an operational base for a major command
|- style="background:#D8E9D2;"
| 6 || Is threatening an enemy position
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+
|-
|-
! style="width: 100px;" | Roll 1d6
| Grassland || +1 || 0 || +1 || +1 || n/a || 0 || +1
! style="width: 350px;" | Type
|- style="background:#FFC46F;"
| || '''Industrial'''
|- style="background:#FFC46F;"
| 1 || Produces a critical part or supply
|- style="background:#FFC46F;"
| 2 || Is developing dangerous new weaponry
|- style="background:#FFC46F;"
| 3 || Provides repair services to the military
|- style="background:#FFC46F;"
| 4 || Has a crucial store of military supplies
|- style="background:#FFC46F;"
| 5 || Is only source of a vital component
|- style="background:#FFC46F;"
| 6 || Is producing morale-critical consumer goods
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+  
|-
|-
! style="width: 100px;" | Roll 1d6
| Polar || -2 || -2 || -1 || -1 || n/a || +1 || -1
! style="width: 350px;" | Type
|- style="background:#D8E9D2;"
|  || '''Social'''
|- style="background:#D8E9D2;"
| 1 || Has historical value to morale
|- style="background:#D8E9D2;"
| 2 || Is a symbol of regime legitimacy
|- style="background:#D8E9D2;"
| 3 || Is a major source of recruits
|- style="background:#D8E9D2;"
| 4 || Steadies and calms the populace
|- style="background:#D8E9D2;"
| 5 || Is a symbol of normal life
|- style="background:#D8E9D2;"
| 6 || Is important to neutral or allied neighbors
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+
|-
|-
! style="width: 100px;" | Roll 1d6
| Volcanic || -2 || -1 || -2 || -2 || n/a || 0 || -1
! style="width: 350px;" | Type
|- style="background:#FFC46F;"
|  || '''Political'''
|- style="background:#FFC46F;"
| 1 || Owners will turn on the regime if it falls
|- style="background:#FFC46F;"
| 2 || Owners are providing vital moral support
|- style="background:#FFC46F;"
| 3 || Commands large sums of money
|- style="background:#FFC46F;"
| 4 || Vital governmental functions
|- style="background:#FFC46F;"
| 5 || Source of votes or regime officials
|- style="background:#FFC46F;"
| 6 || Its security was promised to a critical ally
|}
|}
</div>
</div>
<br>
* Roll on the terrain table above for each Vital Point.


* Once the Vital Point's type, importance, and terrain have been ascertained, decide as to whether the target must be captured, destroyed, or either. (Destruction removes the Vital Point from play.)
Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls (+2 desert; +3 polar); otherwise, perform as regular infantry


----
{| class="wikitable"
Star Fleet's VP are determined with slightly different methods. The first requirement is to quantify the number of Vital Points mission planners deem important for mission success.
|+ Margin of Victory Table
 
! Margin of Victory !! Victor !! Loser
* Roll 1d4 + 3. This indicates the number of mission-essential Vital Points.
|-
 
| 1 : 1 (tied) || 1d6 steps of damage || 1d6 steps of damage
One of those 4+ vital points will be the previously-identified primary beachhead, represented by one of the landing zones secured during the initial invasion. In other words, until a secondary beachhead is secured, at least one LZ ''is'' a Vital Point.
|-
 
| >1.0 – 1.5 : 1 || 1d4 steps of damage || 1d6 steps of damage
Next, the 3+ remaining Vital Points need to be identified. The following table provides a succent description of each one. Repeated results represent different locations.
|-
 
| >1.5 – 2.0 : 1 || 1d2 steps of damage || 1d6 steps of damage
* Roll 1d12:
|-
 
| >2.0 – 3.0 : 1 || 1 step of damage || 1d8 steps of damage
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Star Fleet's Vital Points'''
|-
|-
! style="width: 75px;" | Roll 1d12
| > 3.0 || no damage || 1d10 steps of damage
! style="width: 250px;" | Vital Point
! style="width: 100px;" | Type
! style="width: 400px;" | Description
|- style="background:#FFC46F;"
| 01 || Underground Bunker Complex || Military || A fortified underground complex that excels for secure C<sup>3</sup>
|- style="background:#D8E9D2;"
| 02 || Supply Depot || Industrial || A large storage facility containing essential supplies and equipment for sustained operations.
|- style="background:#FFC46F;"
| 03 || Transportation Hub || Industrial || A key transit point for moving troops, equipment,  and supplies quickly across the region.
|- style="background:#D8E9D2;"
| 04 || Communication Relay Station || Social || A critical node for broadcasting information to local populations.
|- style="background:#FFC46F;"
| 05 || Medical Facility || Social || A hospital or trauma center to treat wounded soldiers and maintain force health.
|- style="background:#D8E9D2;"
| 06 || Local Government Center || Political || A captured administrative complex to exert control over local governance and resources.
|- style="background:#FFC46F;"
| 07 || Strategic Bridge || Military || A key bridge that provides critical access across natural barriers like rivers or canyons.
|- style="background:#D8E9D2;"
| 08 || Key Intersection || Military || A major highway that controls the flow of movement and logistics.
|- style="background:#FFC46F;"
| 09 || Surveillance Outpost || Military || A high vantage point or technologically equipped site for monitoring enemy movements.
|- style="background:#D8E9D2;"
| 10 || Executive Residence || Political || The official residence of the opposition, symbolizing control and authority over the area.
|- style="background:#FFC46F;"
| 11 || Large Spaceport || Industrial || Most efficient landing zone on the planet would function well as the (new) primary landing zone.
|- style="background:#D8E9D2;"
| 12 || Legislative Assembly Hall || Political || Seat of political power, symbolizing control and authority over the area.
|}
|}


* Roll for each Vital Point's terrain the the relevant table above.
==Random Force Generation==
 
1. Determine how many units in a force.
* Unlike with the goal of either capture or destroy for the enemy's Vital Points, each one of these selected sites must be controlled. Their loss to the enemy is one step closer to the invasion's failure.
 
== War Turn==
The term '''war turn''' is unique to ground warfare and represents a fluid amount of days, generally a week, but can be redefined to be more or less, as the circumstances require. It is the only unit of time in ground combat, with one exception: planetary invasions are comprised of several phases in their war turn. One landing zone may have a war turn that does not equal that of landing zone, but they all progress through the same phases that comprise one war turn.
 
Following a planetary invasion, a war turn refers to one full round of combat engagement between large military units. The first event of the war turn is the assignment of action to each combat unit. These are determined simultaneously for all the sides (no initiative) and are not revealed to the opponent (yet). The selection of assignments are: attack, defend, recovery, or reserve:
* A unit with an '''Attack''' order is assigned to capture or destroy a Vital Point. More than one unit may attack the same Vital Point and they are considered as relocated to the relevant planetary region once the order is given.
* Units that are kept "on the line" at a Vital Point they have already fought for are considered to have '''Defend''' orders. They may not move from that assigned location for this war turn.
* '''Recovery''' allows the assigned unit one war turn in which they are pulled from their current Vital Point and moved to the rear, where they ''may'' regain some capability that may have been lost. Roll 1d6: on a 3+, the unit regains one <U>lost</U> level of readiness, up to Fresh. Units that have been battered down to a smaller effective size by battle damage cannot ''normally'' regain their lost size in the available timeframe of a war. If new sources of recruits or supplies can be found, this limit might be sidestepped. Units in recovery may not attack nor defend a Vital Point.
* Units held in '''Reserve''' are removed from any Vital Point they may be occupying or brought back from recovery status to serve as a defensive force that will quickly deploy in the defense of a targeted Vital Point under attack by the enemy. They have been pulled from the line but kept close enough to the fighting to respond to any enemy incursions. Units in reserve can’t effectively repair combat damage, but they’re assumed to be fast enough to get to any Vital Point in time to make a difference.


The second event is the reveal: opponents indicate their decision for each unit under their command. This is the point at which reserves are allocated to the attacked Vital Points.
2. Roll (1d6 +1) x 10 for percentage of units representing infantry.


third event: determination of possible special operation missions relevant to each Vital Point (friendly- and enemy-controlled).
3. Roll (1d4 +1) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly.


fourth event: assignment of special forces units to selected vital points and resolution of those missions
4. If total of infantry and armor percentages equals 90% or less, roll 1d8 and add 1 unit (''not'' 10%) of the result:
::* 1: armor
::* 2: infantry
::* 3: artillery
::* 4: anti-air defense
::* 5: deflector defense (TL 6 and above)
::* 6: engineers
::* 7: air support
::* 8: special forces


fifth event: attacking a vital point (p. 67)
5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.

Latest revision as of 01:41, 17 July 2025

Unit type roles

Armor: 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties

Infantry: 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll

Artillery: 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls

Anti-air defense (AAD): 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well

Deflector defense (DD): may only be used for defense (not attack); has no attack/defense roll but presence of 1 unit lowers the defender's die for damage step rolls by 2 (ex: 1d8 becomes 1d4) and each additional deflector unit lowers it by one more (1d2 is the lowest); may be directly attacked by special forces or air support

Engineers: 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit

Air Support: 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD or DD directly for “margin of victory” comparison (where loser has default "1" value).

Unit Terrain Modifier Table
Terrain Armor Infantry Artillery AA DD Engineers Air Support
Light Urban -1 +1 0 0 n/a +1 0
Heavy Urban -2 +2 -1 0 n/a +2 -1
Rural 0 0 0 0 n/a 0 0
Forest -1 +1 -1 -1 n/a +1 -1
Jungle -2 +2 -2 -2 n/a +2 -2
Sandy Desert -1 -1 +1 +1 n/a 0 +1
Rocky Desert -1 0 -1 0 n/a +1 0
Mountainous -2 +2 -2 -1 n/a +2 -1
Coastal -1 0 0 0 n/a +1 +1
Tundra -1 -1 -1 -1 n/a +1 -1
Grassland +1 0 +1 +1 n/a 0 +1
Polar -2 -2 -1 -1 n/a +1 -1
Volcanic -2 -1 -2 -2 n/a 0 -1

Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls (+2 desert; +3 polar); otherwise, perform as regular infantry

Margin of Victory Table
Margin of Victory Victor Loser
1 : 1 (tied) 1d6 steps of damage 1d6 steps of damage
>1.0 – 1.5 : 1 1d4 steps of damage 1d6 steps of damage
>1.5 – 2.0 : 1 1d2 steps of damage 1d6 steps of damage
>2.0 – 3.0 : 1 1 step of damage 1d8 steps of damage
> 3.0 no damage 1d10 steps of damage

Random Force Generation

1. Determine how many units in a force.

2. Roll (1d6 +1) x 10 for percentage of units representing infantry.

3. Roll (1d4 +1) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly.

4. If total of infantry and armor percentages equals 90% or less, roll 1d8 and add 1 unit (not 10%) of the result:

  • 1: armor
  • 2: infantry
  • 3: artillery
  • 4: anti-air defense
  • 5: deflector defense (TL 6 and above)
  • 6: engineers
  • 7: air support
  • 8: special forces

5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.