Alternate Ground Combat: Difference between revisions

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==Develop Planetary Armies==
==Unit type roles==
===Determine Army Parameters===
'''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
'''Civilian Population:''' Determine the civilian population of the planet that supports the army's recruitment pool.


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
'''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
|+ '''Civilian Population Table'''
 
|-  
'''Artillery:''' 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls
! Roll 1d100 || Population Range || Calculation Method
 
'''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).
 
{| class="wikitable"
|+ Unit Terrain Modifier Table
! Terrain !! Armor !! Infantry !! Artillery !! AA !! DD !! Engineers !! Air Support
|-
|-
| 01 - 20 || Small World<br>(1-5 million civilians) || Roll 1d5 and multiply by 1,000,000
| Light Urban || -1 || +1 || 0 || 0 || n/a || +1 || 0
|-
|-
| 21 - 55 || Medium World<br>(5-50 million civilians) || Roll 1d10 and multiply by 5,000,000
| Heavy Urban || -2 || +2 || -1 || 0 || n/a  || +2 || -1
|-
|-
| 56 - 90 || Large World<br>(50-500 million civilians) || Roll 1d10 and multiply by 50,000,000
| Rural || 0 || 0 || 0 || 0 || n/a  || 0 || 0
|-
|-
| 91 - 00 || Populous World<br>(500M-5B+ civilians) || Roll 1d5 and multiply by 500,000,000 
| Forest || -1 || +1 || -1 || -1 || n/a || +1 || -1
|}
 
 
'''Planetary Military Service:''' Determine the overall size of the planet's military by personnel. Multiply the civilian population by the resulting percentage to determine the number of personnel serving in the military.
 
<div style="text-align:center;">
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Military Service Table'''
|-
! Roll 1d100 || Military Service
|-
|-
| 01 - 60 || 1%
| Jungle || -2 || +2 || -2 || -2 || n/a || +2 || -2
|-
|-
| 61 - 74 || 2%
| Sandy Desert || -1 || -1 || +1 || +1 || n/a || 0 || +1
|-
|-
| 75 - 83 || 3%
| Rocky Desert || -1 || 0 || -1 || 0 || n/a || +1 || 0
|-
|-
| 84 - 88 || 4%
| Mountainous || -2 || +2 || -2 || -1 || n/a || +2 || -1
|-
|-
| 89 - 91 || 5%
| Coastal || -1 || 0 || 0 || 0 || n/a || +1 || +1
|}
</div>
 
<div style="display:inline-grid;">
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Military Service Table'''
|- 
! Roll 1d100 || Military Service
|-
|-
| 92 - 93 || 6%
| Tundra || -1 || -1 || -1 || -1 || n/a || +1 || -1
|-
|-
| 94 - 95 || 7%
| Grassland || +1 || 0 || +1 || +1 || n/a || 0 || +1
|-
|-
| 96 - 97 || 8%
| Polar || -2 || -2 || -1 || -1 || n/a || +1 || -1
|-
|-
| 98 - 99 || 9%
| Volcanic || -2 || -1 || -2 || -2 || n/a || 0 || -1
|-
| 00 || 10%
|}
|}
</div>
</div>


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


'''Military Tech Level:''' The military's general technology level will match that of its planet.
{| class="wikitable"
 
|+ Margin of Victory Table
'''Leadership & Tactics:''' 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 two values 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.
! Margin of Victory !! Victor !! Loser
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Leadership & Tactics Modifiers Table'''
|- 
! Command skill || Modifier
|-
|-
| ≤ 35 || -2
| 1 : 1 (tied) || 1d6 steps of damage || 1d6 steps of damage
|-
|-
| 36 - 60 || -1
| >1.0 – 1.5 : 1 || 1d4 steps of damage || 1d6 steps of damage
|-
|-
| 61 - 90 || 0
| >1.5 – 2.0 : 1 || 1d2 steps of damage || 1d6 steps of damage
|-
|-
| 91 - 97 || +1  
| >2.0 – 3.0 : 1 || 1 step of damage || 1d8 steps of damage
|-
|-
| ≥ 98 || +2
| > 3.0 || no damage || 1d10 steps of damage
|}
|}


==Random Force Generation==
1. Determine how many units in a force.


'''Professionalism Modifier:''' The assigned Tactics modifier determines the professionalism and capabilities of the overall military. Even great leaders may suffer from poorly trained troops, just as elite units may find themselves commanded by inept leaders.
2. Roll (1d6 +1) x 10 for percentage of units representing infantry.


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
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.
|+ '''Professionalism Modifier Table'''
|- 
! Tactics modifier || Unit Description || Modifier
|-
| -2 || '''Untrained:''' Lacks structure, discipline, and effective command; units are unreliable and poorly coordinated. || 0.5 (round up)
|-
| -1 || '''Green:''' Limited training, minimal field experience, and below-average cohesion. || 0.75 (round up)
|-
| 0 || '''Regular:''' Adequately trained and organized; meets standard expectations for professionalism and performance. || 1
|-
| +1 || '''Veteran:''' Well-trained, experienced, and cohesive; demonstrates above-average operational effectiveness. || 1.25
|-
| +2 || '''Elite:''' Exemplary professionalism, extensive experience, and outstanding capability. || 1.5
|}


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


'''Maximum Allowable Units:''' This is the total number of distinct commands the supreme leader can effectively support and manage. Add the Military Tech Level, Leadership modifier and Tactics modifier. Multiply the result by the Professionalism Modifier.
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.