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Open Fire

Started by GreaterGoodNewZealand, June 28, 2014, 12:45:29 AM

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GreaterGoodNewZealand

Hi guys. This is a rules set I've been working on called Open Fire. I'm hoping it turns out ok, because I'm still not sure of how to format posts to work properly. I'm sorry it's so incredibly long, it's all the rules bar the list of orders, manoeuvres and reactions that can be performed


Open Fire is a turn based game based around company sized forces featuring platoons of infantry, weapons teams, light vehicles and tanks. You are the commander of a company, be they infantry or armoured, through the dark days of world war three, spanning from the soviet invasions of Europe in 1962 to the defeat and collapse of the Soviet Union in 1966.

Game Objective
The objective of Open Fire are to either annihilate the enemy or to capture objectives spread across the battlefield and hold them for two turns

Game Board
The game is played on a table 6' by 4'

Unit and Weapon Summary
All units and weapons have a set of stats which dictate how good they are in combat, how well trained and disciplined they are, how far a weapon can be shot and how good at penetrating armour it is.
Infantry and Vehicles
WPN – This is how good a unit is in combat, either at shooting or in an assault
TRN – This is how well a unit is trained. Vehicles do not have a TRN value
ARM – This is how well armoured a unit is. The ARM value of a vehicle shows how thick the frontal armour is
MOR – This is how motivated and confident a unit is. Vehicles do not have an MOR value
HP – This is how many hit points a vehicle has
Rank – This shows the level of training and veterancy a unit has. The ranks are Untrained, Trained and Veteran. Vehicles do not have a rank
Type – This shows if a vehicle is a light vehicle, a tank or a heavy tank
Weapons
RNG – This is how far a weapon can shoot
ROF – This is how many rounds a weapon can shoot in a turn
PEN – This is how powerful the round is and how good it is at penetrating armour
Type – This shows what kind of units a weapon can harm, whether it is heavy or mobile and whether it is artillery or not

The Game Basics
Distances are measured either from the base of a unit (if infantry or a weapons team) or from the barrel of the weapon firing (if a vehicle), and are measured in centimetres (cm). Open Fire utilises 6 sided dice, or D6, and also utilises a special die called the Scatter Die, marked with direction arrows and 'hit' markers.

Turn Sequence
Each turn is divided up into three phases: the Initiative Phase and two Combat Phases.
The Phases
- In the Initiative Phase, each player rolls a D6 and whoever rolls highest wins, allowing them to choose whether they will take the first or second Combat Phase
- In the Combat Phase, each player can either move, shoot, assault, issue orders and perform manoeuvres with all of their units. For each unit activated by a player, their opponent may activate one of their units to 'react', using one of 6 set reactions depending on what their target is doing. As soon as the first player has finished their Combat Phase, the second player takes theirs.

The Combat Phase
Moving
Each unit type has a set distance it is able to move in each turn.
- Infantry are allowed to move 5cm unless they embark into a transport vehicle
- Weapons Teams are allowed to move 5cm unless accompanied by a vehicle
- Light Vehicles can move 20cm
- Tanks are allowed to move 10cm
- Heavy Tanks can move 8cm
Shooting
Shooting is made up of 6 sub-phases
1.   Nominate a unit to shoot and select a target
2.   Check the distance between the two units and the RNG value of the weapons being used
- Use the following modifiers for shooting:
   Half the weapons RNG      +1 WPN
   More than the weapons RNG   -2 WPN
3.   Target reacts
- The target unit can use a reaction as listed later
4.   Roll to-hit
- Use the chart below to compare the shooting unit's WPN and the target's TRN
               TRN/ARM            
      1   2   3   4   5   6   7   8   9   10
   1   4+   5+   5+   6+   6+   n/a   n/a   n/a   n/a   n/a
   2   3+   4+   4+   5+   5+   6+   6+   n/a   n/a   n/a
W   3   3+   3+   4+   4+   5+   5+   6+   6+   n/a   n/a
P   4   3+   3+   3+   4+   4+   5+   5+   6+   6+   n/a
N   5   2+   3+   3+   3+   4+   4+   5+   5+   6+   6+
/   6   2+   2+   3+   3+   3+   4+   4+   5+   5+   6+
P   7   2+   2+   2+   3+   3+   3+   4+   4+   5+   5+
E   8   A   2+   2+   2+   3+   3+   3+   4+   4+   5+
N   9   A   A   2+   2+   2+   3+   3+   3+   4+   4+
   10   A   A   A   2+   2+   2+   3+   3+   3+   4+
- Shooting at vehicles uses a different system, with the roll needed depending on how far the vehicle has moved
   - Has not moved      needs a 4+
   - Moved less than 10cm      needs a 5+
   - Moved more than 10cm   needs a 6
- Firing Artillery type weapons uses a scatter die and a D6. The scatter die determines which direction the shot scatters in and the D6 determines how many cm
5.   Roll to-kill
- Use the above table for every successful to-hit roll, this time comparing the Arm of the target with the PEN of the weapons being fired.
- When using a vehicle's ARM value, shooting at the side gives -1 ARM and shooting at the top (Artillery type weapons only) or rear gives -2 ARM.
- Any artillery weapon that hits a weapons team or unit of infantry automatically hits any models which are still alive
6.   Roll Cover Saves
- If up to half of the target unit is obscured by terrain, the unit gets a Partial Cover Save of 6
- If the majority (but not entirety) of the unit is obscured, the unit gets a Full Cover Bonus of 5+
7.   Allocating Casualties
- For every successful to-kill roll, each infantry unit or weapons team takes a Casualty Marker, which indicates that a model has been killed or wounded. Once a unit takes the same number of Casualty Markers as it has models, the unit is removed from the table
- Vehicles lose one HP for every successful to-kill roll against them until they hit 0, at which point they are destroyed and become terrain
Assault
Assault works in the same way as shooting, using the same table. The only difference is that both sides roll to-hit and to-kill before allocating casualties, and all infantry has a PEN of 5 and one attack. The loser of an assault is the unit that takes the most casualties, and takes a Terror Test to retreat as described later
Vehicles can be assaulted, which represents an attempt to either get an explosive onto or into the vehicle. It follows the same step as a regular assault but the vehicle does not attack
Vehicles are able to ram into other units. This works as a normal assault, with the vehicle hitting first. The vehicle's PEN value is the same as its ARM value
Orders, Manoeuvres and Reactions
Units are able to perform manoeuvres and officers can issue orders instead of moving, shooting or assaulting. Each unit excluding vehicles must take an Initiative Test to perform an action, which works in the same way as a Terror Test described later. Failing this test prevents the unit from carrying it out.

Terror
When a team loses a member, they must take a Terror Test: this is done by rolling 2d6 and comparing the result to the Morale value for the squad, with the roll needing to be under the MOR of the unit to pass; if the test is passed, the squad acts as normal, but if they fail, they are pinned.
If a platoon loses at two thirds of its teams, then they take a Terror Test, with this test being modified with -1 for every lost team, and if they fail the unit must fall back the same distance as they are allowed to move. Units must take a new Terror Test at the beginning of every turn until they either pass or retreat off the table, at which point they are considered wiped out

I wrote a tabletop war game! It can be found here  http://thatkiwiguy.wordpress.com/2011/07/20/5/ -  if people wish to read the rules. Still working on some of the factions and most of the background.

The Man They Call Jayne

I might have missed it but how do you pass a Terror Test? Roll under the Morale Value like in 40k?
Jaynes Awesome Card Counter: +5

Secondspheres Crash Card Counter +4



GreaterGoodNewZealand

Quote from: The Man They Call Jayne on June 28, 2014, 10:59:31 AM
I might have missed it but how do you pass a Terror Test? Roll under the Morale Value like in 40k?

Exactly like that, yes. Initiative Tests work the same way
I wrote a tabletop war game! It can be found here  http://thatkiwiguy.wordpress.com/2011/07/20/5/ -  if people wish to read the rules. Still working on some of the factions and most of the background.