n
* capable of playing with multiple players on each side (min two each)
===== Level of Resolution =====
This should be two-down from the main action level... likely to be two or three combat capable craft on each side with perhaps one side having some shuttles t... r assets ====
These should be very few in number. Each aircraft or shuttle should be individually repres
round Forces using Heavy Mobility Armour (HMA).
Each infantry group (stand) has a number of characteri... a single stand, they will also be harder to hit. Each infantry unit will also have a morale rating whic... of Light Tactical Armour (LTA) and SLA weapons. | Each stand represents a squad of about 8 to 10 soldiers, officers are individually based. Each crew served weapon would be a stand on its own. |
|
|Special Forces | +4 | in MA/HMA/cover | -2 |
|Each officer((i.e. an individually based figure, includes specialists)) | +1 | Special Forces | -4 |
|Each turn aiming((first turn doesn't count, only for S... manoeuvrability and loiter time. The modifier for each of these three is added together to get the basic... that can loiter get +1 to the hit probability for each turn that they remain in the Air Defence umbrella
there are multiple players on the same side then each player's troops form a separate group.
When an... * first-time in hand to hand combat
Roll 1d6 for each((i.e. the same roll should be applied to all co-l... ed officer present)) | +1 | Wearing HMA | +2 |
| Each enemy casualty in sight (walking wounded or worse... or indirect fire/grenades | -1 | In APC | +1 |
| Each friendly casualty in sight (walking wounded or wo
n
* capable of playing with multiple players on each side (min two each)
===== Level of Resolution =====
This should be two-down from the main action level... likely to be two or three combat capable craft on each side with perhaps one side having some shuttles t
* first-time in hand to hand combat
Roll 2d6 for each((i.e. the same roll should be applied to all co-l... [two squares] or indirect fire/grenades | -1 |
| Each friendly casualty in sight (walking wounded or worse) | -1 |
| Each enemy casualty in sight (walking wounded or worse