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
| 01 - 20 || Small World<br>(1-5 million civilians) || Roll 1d5 and multiply by 1,000,000
 
|-
'''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
| 21 - 55 || Medium World<br>(5-50 million civilians) || Roll 1d10 and multiply by 5,000,000
|-
| 56 - 90 || Large World<br>(50-500 million civilians) || Roll 1d10 and multiply by 50,000,000
|-
| 91 - 00 || Populous World<br>(500M-5B+ civilians) || Roll 1d5 and multiply by 500,000,000 
|}


'''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


'''Planetary Military Service:''' Determine the overall size of the planet's military by the number of troops. Multiply the civilian population by the resulting percentage to determine the number of personnel serving in the military.
'''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).


<div style="text-align:center;">
{| class="wikitable"
<div style="display:inline-grid;">
|+ Unit Terrain Modifier Table
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
! Terrain !! Armor !! Infantry !! Artillery !! AA !! DD !! Engineers !! Air Support
|+ '''Military Service Table'''
|- 
! Roll 1d100 || Military Service
|-
|-
| 01 - 60 || 1%
| Light Urban || -1 || +1 || 0 || 0 || n/a || +1 || 0
|-
|-
| 61 - 74 || 2%
| Heavy Urban || -2 || +2 || -1 || 0 || n/a  || +2 || -1
|-
|-
| 75 - 83 || 3%
| Rural || 0 || 0 || 0 || 0 || n/a  || 0 || 0
|-
|-
| 84 - 88 || 4%
| Forest || -1 || +1 || -1 || -1 || n/a || +1 || -1
|-
|-
| 89 - 91 || 5%
| Jungle || -2 || +2 || -2 || -2 || n/a || +2 || -2
|}
</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%
| Sandy Desert || -1 || -1 || +1 || +1 || n/a || 0 || +1
|-
|-
| 94 - 95 || 7%
| Rocky Desert || -1 || 0 || -1 || 0 || n/a || +1 || 0
|-
|-
| 96 - 97 || 8%
| Mountainous || -2 || +2 || -2 || -1 || n/a || +2 || -1
|-
|-
| 98 - 99 || 9%
| Coastal || -1 || 0 || 0 || 0 || n/a || +1 || +1
|-
|-
| 00 || 10%
| Tundra || -1 || -1 || -1 || -1 || n/a || +1 || -1
|}
</div>
</div>
 
 
'''Military Tech Level:''' The military's general technology level will match that of its planet.
 
'''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.
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Leadership & Tactics Modifiers Table'''
|-
! Command skill || Modifier
|-
|-
| ≤ 35 || -2
| Grassland || +1 || 0 || +1 || +1 || n/a || 0 || +1
|-
|-
| 36 - 60 || -1
| Polar || -2 || -2 || -1 || -1 || n/a || +1 || -1
|-
|-
| 61 - 90 || 0
| Volcanic || -2 || -1 || -2 || -2 || n/a || 0 || -1
|-
| 91 - 97 || +1
|-
| ≥ 98 || +2
|}
|}


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


'''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.
{| class="wikitable"
 
|+ Margin of Victory Table
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
! Margin of Victory !! Victor !! Loser
|+ '''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 : 1 (tied) || 1d6 steps of damage || 1d6 steps of damage
|-
|-
| -1 || '''Green:''' Limited training, minimal field experience, and below-average cohesion. || 0.75 (round up)
| >1.0 – 1.5 : 1 || 1d4 steps of damage || 1d6 steps of damage
|-
|-
| 0 || '''Regular:''' Adequately trained and organized; meets standard expectations for professionalism and performance. || 1
| >1.5 – 2.0 : 1 || 1d2 steps of damage || 1d6 steps of damage
|-
|-
| +1 || '''Veteran:''' Well-trained, experienced, and cohesive; demonstrates above-average operational effectiveness. || 1.25
| >2.0 – 3.0 : 1 || 1 step of damage || 1d8 steps of damage
|-
|-
| +2 || '''Elite:''' Exemplary professionalism, extensive experience, and outstanding capability. || 1.5
| > 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.


'''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.
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.


===Generate Units===
4. If total of infantry and armor percentages equals 90% or less, roll 1d8 and add 1 unit (''not'' 10%) of the result:
'''Allocate Troops to Units:''' This process distributes the total number of troops (from '''Planetary Military Service''' above) among the planet's units (from '''Maximum Allowable Units''' above).
::* 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


* Calculate the average troop allocation by dividing total number of troops by the allowed number of units.
5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.
* Assign the result to each unit. No less than 500 troops may be in each unit.
*

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.