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Experimental Platoon Fire Rules

 Post subject: Experimental Platoon Fire Rules
PostPosted: Tue Jul 02, 2013 6:37 pm 
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Joined: Mon Dec 22, 2008 8:16 pm
Posts: 544
Location: Riverside, CA
here are the in-progress platoon fire rules. There may be some loopholes or questions, so feel free to tear them down in this thread. :)

Platoon Firing
Instead of each vehicle firing at a separate target, all firing elements must attack the same target platoon with the same weapon. Different weapons may target different platoons, but all weapons fired at a single enemy platoon are resolved with a single To Hit roll.

When resolving a platoon’s Direct Fire attack, choose the firing vehicle that is furthest from the targeted enemy platoon and measure to the vehicle that is furthest from this friendly vehicle and in LOS.

When deriving the To Hit number, add the number of friendly vehicles in the platoon that have LOS to at least one element in the target platoon to the firer’s OEW+range modifier, along with any other bonuses normally allowed to the vehicle’s Direct Fire weapons due to weapon attributes, systems, etc. Elements that are outside of C2 range may not be included in any attack made by the platoon.

The defending platoon derives its DEW total normally, but adds the number of vehicles in the target platoon to this number, regardless of LOS to or from an attacking enemy vehicle.

Subtract the defender’s DEW total from the attacker’s OEW total to determine the To Hit number, and roll 2d6, with a hit being determined normally. Ignore hull/turret hits, as they are not used in Fast Play mode.

EXAMPLE: A platoon of 3 H9A1 MBT (2OEW/6DEW) fires on an enemy platoon of 4 T15 MBT (4OEW/2DEW), one of which is out of LOS to all vehicles in the attacking platoon. The attacker measures the range from his furthest vehicle to the enemy’s furthest vehicle in LOS, finding a range of 18”, or Long range. Assuming no intervening terrain or smoke, the To Hit number for this attack is:

Defender’s Signature (3) + DEW (2) + Long Range (2) + 4 vehicles (4) = 11, minus Attacker’s OEW (2) + 3 vehicles (3) = 5; 11-5= a To Hit number of 6.

Damaging the Target Platoon
If a hit is scored roll one Weapons die, using the highest (hull/turret/head/torso/legs, etc.) armor value to determine penetration. Use the target armor facing presented to the attacker by the majority of the defending platoon’s vehicles, with an equal number having different facings allowing the defender to choose between the two presented facings. If the Weapons die roll is equal to the target’s armor value, roll 1d10 on the Vehicle Damage table normally.

EXAMPLE: assuming the attack hits the defending T15 platoon’s front target facing, the attacker rolls one d8 (the Weapons die used by the H9A1’s AT Plasma weapon), getting a result of 7. Not wanting to risk a lower result, the player decides not to use the re-roll granted by the weapon’s Rapid Fire characteristic. This roll is then modified by the T15’s Active armor (-1 to all Damage dice rolled against it) to a 6.

For each point the Damage die exceeds the target’s (adjusted) armor value, the attacking players may roll an additional d10 on the Vehicle Damage table, but may never roll a number of dice that exceeds the number of firing vehicles in the attacking platoon.

If an attacker’s Damage die total results in ‘unused’ die rolls due to the above, he may add one point to one d10 roll on the Vehicle Damage table for each ‘unused’ die roll. All dice must be given a +1 before any die may receive a +2 to its roll.

EXAMPLE: The firing Plasma weapon halves the target’s armor value (Plasma weapons roll against half the combined total of the target’s armor value and Shields; [4+0]/2=2), giving a result of +4 above the target’s adjusted armor value. This allows the H9A1 platoon to roll 3xd10 on the Vehicle Damage table, with 2 points left ‘over’ the number of firing vehicles. These extra two ‘unused’ die rolls allow the attacker to add one to each of two die rolls, resulting in 2xd10+1 and a d10 rolled when resolving damage against the target platoon.

Each Vehicle Damage table die roll affects a single vehicle in the enemy platoon, with the highest die roll affecting the closest enemy vehicle, the second highest die roll affecting the second closest enemy vehicle, and so on, until all results have been applied. Note that an enemy vehicle that is out of LOS to all vehicles in the firing platoon is never affected by a successful attack against its platoon.


Excess Results (optional Resolution)
If the number of Vehicle Damage dice rolls exceeds the number of vehicles in the target platoon, apply the excess results to the closest enemy vehicles in the following hierarchy: not Brewed Up; not Destroyed; not Damaged; not Immobilized.

If this option is used, players may not use excess results to add points to their Vehicle Damage Table die rolls.

Multiple Direct Fire Weapons
If each vehicle in an attacking platoon has more than one Direct Fire weapon that will attack the same target platoon, resolve the more effective (based on damage die and weapon attributes vs. the target’s defenses) weapon’s Vehicle Damage table rolls first. The second (or subsequent) weapon’s Damage Table die rolls are resolved based on the excess results hierarchy (see above).

Large and Oversized Vehicle Targets
If the target platoon is composed of Large or Oversized vehicles, the attacking player allocated each die to any vehicle in the target platoon before it is rolled on that vehicle’s individual Damage table.

Note: Oversized vehicles are those having a Signature of -5 or less, similar to those found in Task Force Zeta.

Missiles
Missiles fired at an enemy platoon do so without regard to LOS, but if at least one vehicle in the enemy platoon is out of LOS to all firing vehicles, the -1 Blind Fire rule applies. Vehicles in the target platoon that are out of LOS are valid targets and may be subject to a die roll on the Vehicle (or individual) Damage table(s).

Calculate the To Hit number normally, and resolve missile attacks as per above; the number of Damage Table die rolls from missile attacks is limited to the number of missiles fired at the target platoon, not the number of firing vehicles.

Vehicle Damage Table Modification
A ‘1’ die result on the Vehicle Damage table is always an Immobilized result.


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 Post subject: Re: Experimental Platoon Fire Rules
PostPosted: Tue Jul 02, 2013 7:49 pm 
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Joined: Mon May 13, 2013 1:41 am
Posts: 28
Interesting. Will have to try these out when we play next time.


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 Post subject: Re: Experimental Platoon Fire Rules
PostPosted: Sat Jul 06, 2013 10:55 pm 
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Joined: Wed Jun 17, 2009 9:56 pm
Posts: 733
Location: San Jose, CA (Los Gatos)
I havent quite digested these yet - they look to be something I'd need to play with a few times to fully let it sink in - but thanks for putting this up.

My initial thought is it looks a bit convoluted, but should I get SL back on the table with some friends in the near future, I'll give this a go!

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