GROUND COMBAT SUPPLEMENTAL RULES These rules will attempt to provide a more detailed expansion of battles between ground troops, armor, artillery, and sub-orbital air combat. They are based largely on the Battletech rules produced by FASA and can be worked in with SFB:TNG easily. These rules are incomplete and unorganized. They are usable, but have not been playtested or balanced for solid gameplay. Changes will be made a few more times before a final version is ready. SEQUENCE OF PLAY FOR 1 TURN. 1. Energy Allocation 2. Declare Movement Units that are self-destructing do so now. 3. Combat Sequence A. Movement Each unit rolls 2d6 for initiative; then the units move from lowest to highest initiative score. B. Combat Activity C. Weapons Fire Using the "me-too" system. 4. Damage Control This sequence is repeated each turn. Troops (Ground Units): Each Ground Unit (GU) represents 20 soldiers working together as a unit. All 20 men (or women) are represented on the GU chart and comprise the total number of 'hits' a GU can take (20 men = 20 hits) they are also used to calculate the total amount of damage the GU inflicts. GUs do not use energy allocation. Intiative is rolled of 2d6 and the winner (The player with the highest total) moves last and chooses how to engage the other GU (i.e. Hand to Hand or Ranged Weapons) Each GU has no 'facing' and can move 1 Hex in any direction each turn and attack or move a number of hexes (equal to the number in () on the specific GU chart) without attacking. The GU can also declare 1 of 3 combat modes during the Combat Activity phase. - Offensive : Add +1 damage per 4 members of the GU. All damage against the GU is +2 - Normal : No adjustments - Defensive : Subtract -2 damage against the GU, Add +2 to hit against the GU. The GU does -1 damage per 4 members of the GU. Example: A full GU of Starfleet Security is fighting a full Klingon Security GU. The Starfleet GU wins initiative and chooses the normal attack mode with phaser rifles. The Klingons choose an Offensive attack mode with standard Disruptors (for whatever reason) They are at range 1. During the Direct Weapons Fire phase, damage is calculated: The Federation hits and does 10 damage + 2 due to the Klingon GU in offensive mode. The Klingons hit and do 10 damage + 5 (20 klingons/4) due to klingons in offensive mode. Each GU can make 1 attack per turn and choose between 2 (or more) attacks types detailed on their chart. All GUs fire 360 degrees. Roll 2D6 to hit and refer to the hit chart for the weapon type on GU chart. As soon as one opponent chooses to engage in Hand to Hand combat, the other GU must engage in Hand to Hand combat or suffer major drawbacks. If one GU engages in H to H with a GU that continues to use ranged weapons, the GU using H to H stikes first and calculates damage BEFORE the other GU fires it's weapons. Example: A full GU of Romulan Security beams on to a Jem'Hadar ship ready to fight. The Jem'Hadar GU is waiting for them and engages them in Hand to Hand combat (They automatically win initiative..see rules for BP conversion below) The Romulans decide to fight them off with Disruptors and combat begins. The Jem'Hadar strike and do 9 points of damage (6 + 4 for Jem'Hadar H to H bonus and -1 due to Romulan toughness advantage) to the Romulan GU. The damage is marked off the Romulan GU before they retaliate. The 10 Soldiers remaining in the Romulan GU fire weapons and do 6 damage to the Jem'Hadar. The next round, the Romulans can either continue fighting with disruptors or fight H to H. Note: This may sound like it is a little unbalanced, but most ship BP battles resort to Hand to Hand combat eventually due to close quarters. Races like Klingons and Jem'Hadar are good at it and have a slight advantage. On the surface of a planet, things are a little different. Ranged weapons are used more often and engaging in Hand to Hand can be difficult and dangerous when you have to run through enemy fire. Damage done by a GU is on each chart. Find the weapon type used and number of men in the GU for total damage (not including modifiers) GU vs GU damage is resolved on a point for point basis. Against armor units and vehicles, damage is reduced by 1/10th (like standard SFB boxes vs. SFB:TNG megaboxes) Damage from heavy weapons against GU are detailed under the specific weapon rules. All damage is simultaneous. All units are considered to be moderately armored and/or trained. Any additional armor (or lack of) will be noted on indivual GU charts. Modifiers: Excessive Temperatures: -1 to Hit Extreme Temperatures: -3 Hit and 1 member of a GU is lost per turn. Restrictive Environment: (Mud, Water, slime, etc from knee to waist deep) -1 to movement (minimum 1), +1 to be Hit Foreign Environment: (Underwater, Vacuum, etc) -2 to movement, + 3 to be hit BOARDING PARTY REPLACEMENT RULES 1 megabox Boarding Party from a starship can be broken up into 2 GUs for ground combat. Other rules for conversion are below. Commando - Commando GUs add +1 to hit, damage, and initiative. They subtract 1 from the to hit and damage rolls against them. Legendary Marine Major - Gives GUs a +2 bonus to hit or -2 bonus to be hit. Modifiers: GU rules can be used instead of BP rules for ship combat. Just use these replacement rules: -Movement and Movement modifiers are not used. -Range is either 0 (hand to hand) or 1 (ranged weapons) on a ship. -Partial and full cover is always available. -Defending Units gain +2 intitiative. -Defending Units win iniatiative automatically the first round that Enemy units beam in. -Weapons that damage Megabox structures are only used in Hit & Run raids and the rules are unchanged (H&R do 1 damage per GU) -The only two modifiers for Ship combat are Extreme Temperature (Tholian ships - Hot) and Foreign Environment (Koligahr ships - Underwater) Both sets of modifiers can be ignored if one turn is spent preparing GUs for it. Remember that the environment rules apply both ways (i.e Koligahr are considered in a Foreign environment in any ship but their own. As I said, these are a rough set of rules and they may need more work. Any suggestion to smooth play or clarify rules are welcome. E-mail me at rbrock@newwave.net and if used, credit will be given:)