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    DISTANT WORLD BATTLES

    Designed by Rudy Scott Nelson

    Publ ished by War Eagle Designs

    2006

    Scope

    This is a fast and simple set of rules with similarities to the popular DBA system. The background

    situation is one based on a Galactic war over the limited resources needed by various races of thegalaxy. Due to tactical, technology and environmental concern the bombardment of a planet fromspace orbit is not possible. As a result ground troops are regarded as the most effective way to

    control a planet and its resources. The rock-paper scissors flavor is represented as much in speciescharacteristics and terrain effects as in troop type capabilities.

    Dice

    Each player will need 0ne or two d6 (six-sided) die. It will be used to determine how manyCommand Pips that a player will have each turn and to resolve combat.

    Casting Scale

    The recommended scale for use is the 10-12mm range since the vehicles easily can be mountedon a base without a problem. Players may desire to use a 1/300 or 6mm range. If 15mm castingsare used the same stand width is used but a base with more depth. This may also be the case when12mm vehicles may also be too large to fit on a standard base.

    Ground Scale

    In other words the ground-scale is very large. The concept concerning ground scale is that a baserepresents the actual deployment area of the unit. Inches are used when referring to distance.Players can use the metric system in which the term inch is used it should be re-read was 2Centimeters. This is not an exact measurement conversion but relates well to the base scale whichis in millimeters. So if a unit can move 4 inches, when using the metric movement system it can

    move 8 Centimeters or 80 millimeters.

    Time Scale

    Each turn represents an undetermined amount of time. The battle represents action for a particulargeographic zone which may last several hours or days in game time. Most battles will be

    resolved by force losses rather than a turn-time limit. However if a time limit is needed for atournament or campaign resolution to be conducted, then I would RECOMMEND twelve turns

    which will force both players to be aggressive. However controllers can vary the time limit asneed but never less than ten turns should be used.

    Troop Scale

    As with the ground scale, the troop ratio is very high. A base represents a unit, its assigned

    personnel and equipment deployed in a formation which is tactically appropriate for the terrain.The troop scale is one in which a base represents a unit and its supporting vehicles. If the

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    effective weapon systems are primarily personnel carried then a foot casting can be used and thetransport/support vehicle is assumed. If the primary weapon systems are vehicle mounted, then

    the vehicle is placed on the base and support foot personnel are to be assumed. Ground deployedheavy weapons systems may require a combination of weapon and foot crew to be deployed onthe stand.

    Troop Defini tions

    I nfantry Units

    Assault Infantry (AI): Heavily armored and equipped foot units whose mission is to captureenemy positions. Their powerful weapons make them dangerous to all types of enemy units. Forcombat they have limited-range weapons effective against infantry, fortifications and armoredvehicles. For transportation, they are equipped with a combination of various armored vehiclesarmed with support weapons.Garrison Infantry (GI): These troops are regarded as the basic troops used to occupy a position.They can be effective against most infantry troop types but are vulnerable to mechanized units.

    For combat they have limited-range weapons effective against infantry and lightly armored

    vehicles. For transportation, they are equipped with a combination of light unarmored wheeledvehicles, tracked vehicles and hovercraft. They are sometimes referred to as Low-Tech troops.Jump Infantry (JI): Scout units with limited combat power. They are very effective in ambushsituations. For transportation, they are equipped with a combination of light hover craft and

    personal jet packs. For combat they have limited-range weapons effective against infantry andlightly armored vehicles.Levy Infantry (LI): These are groups of untrained and / or poorly equipped masses of people.They may be from starship crews, local levies and troops from various service and support units.They lack transport and are rated poor in combat effectiveness. Most Human Army Force Lists

    will not use this troop type. It is mainly for Campaign purposes and Alien races.Suicide Infantry (SI): These are units whose fanatical nature stresses the desire to close with theenemy and destroy them at all costs. While mainly a non-human troop type, a few Human forces

    will have them. Check the Suicide Infantry Special Rule.

    Close Support Units

    Short Range Support Systems (SRS): These are the ground/vehicle mounted weapon systemsused mainly in a defensive role. They offer anti-aviation, anti-vehicle and anti-personnel supportto a variety of units. Systems can be either ground deployed or remain mounted on vehicles. Fortransportation, they are equipped with a combination of light unarmored wheeled vehicles,

    tracked vehicles and hovercraft. For contact combat they are considered infantry units. Whenusing a vehicle as a representation, use only one model. When using foot mortars or foot heavy

    weapons as representations use two models.Long Range Support Systems (LRS): These are vehicle mounted weapon systems used mainlyin a defensive role or in a pre-attack bombardment role. For transportation, they are equipped

    with a combination of light unarmored wheeled vehicles, tracked vehicles and hovercraft. A longbarrel model can be used for this type. Forcontact combat they are considered infantry units.Aviation Close Support Assets: (ACS): All Aviation assets are considered as Close Support.Communication limitations and effective enemy anti-aviation assets require that tacticaloperations for aviation units be in close proximity to other friendly units. They are consideredMechanized troops except when forced to recoil over rough ground.

    Mechanized Uni ts

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    Light Strike Force (LSF): These are the units that have a balance of infantry and vehicles.Armored Combat vehicles are attached but limited in number. A units combat power comes

    from a combination of AFVs and infantry. These units are effective against any type of infantrybut are vulnerable to heavily armored AFVs. A lightly armored vehicle is used for this troop type.They are considered Mechanized troops.Light Bi-Ped Combat Vehicles (LBCV): A lightly armored vehicle using the Bi-ped or anti-

    Grav movement system. These can perform a quick-strike operation and harass various infantryunits but will not withstand the assault of a heavy mechanized unit or have difficulty attackingfortifications. The LBCV classification also represents large biological creatures which are verydestructive and maneuverable. A small two strut, anti-grav vehicle or a large creature can be usedto represent this troop class. They are considered Mechanized troops but have special recoiloptions.Heavy Bi-Ped Combat Vehicles (HBCV): A moderately armored vehicle using the Bi-ped oranti-grav movement system. A large two strut, a four strut vehicle or an anti-grav tank represents

    this class. They are considered Mechanized troops but have special recoil options.Armored Assault Force (AAF): These are the units that have a balance of Assault infantry and

    Armored Combat vehicles. A units combat power comes from a combination of AFVs andinfantry. These units are effective against any type of infantry and AFV units but are vulnerable

    to aviation and LRS. A heavy AFV is used for this troop type. They are considered Mechanizedtroops.

    Non-Troop ElementsBunker Fortification System (BFS): This represents an integrated system of fortifications andminefields, not just one complex. For contact combat they are considered infantry units. It

    cannot move or recoil.Command and Control Center (CCC): This is NOT a Troop Type. This represents the

    Commander (General) and his staff. It is a mobile unit. In most cases its firepower may beslightly greater than other units in its force. Thus the Troop type for the CCC will vary betweenArmy according to the Army list. If designing your own force, I would recommend that the CCC

    be the heaviest troop class allowed.

    Logistics Operations Center (LOC): This is NOT a Troop Type. It is the main base. It is boththe Operations Center and Logistical Depot. It cannot move or recoil. The physical base of theLOC is 80mm wide and 40mm or 60mm deep for 10-15mm.

    Basing Guideli nes for10mm/ 6mm and 15mm

    The width of every base is 40mm. The depth will vary between 6-12mm and 15mm castings.

    Troop Type JI GI AI LI SRS

    Castings per 3 4 6 5 1-2

    10mm Depth 20mm 20mm 30mm 30mm 30mm

    15mm Depth 30mm 30mm 30mm 30mm 30mm

    Troop Type LSF LBCV HBCV AAF LRS

    Casting per 1 1 1 1 1

    10mm Depth 30mm 30mm 40mm 40mm 40mm

    15mm Depth 60mm 60mm 80mm 80mm 80mm

    Troop Type BFS ACS LOC CCC

    Casting Per 1 1 1 Varies

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    10mm Depth 30mm 40mm 40mm - 60mm Varies

    15mm Depth 40mm 80mm 40mm - 60mm Varies

    Pre-Battle Procedures

    These activities include board set up, determining deployment areas, the attacker (who movesfirst) and defender. For Campaigns, any section may be predetermined.

    Determining the AttackerIn those non-campaign battles the players will roll a high die and the winner (highest number) candeclare whether he is the Attacker or the Defender. Certain races due to their background historymust always be the defender. These races are the Parasidics, Oxy-Aquids, and Aquids. Human

    Homers represent local rebel groups and are always defending their centers of resistance.

    Battle-Board

    a. The basic battle-board is two feet x two feet if the forces are 12 elements per side. If theforces are 18 to 24 elements per side then a THREE foot wide x TWO feet deep battle-

    board is recommended to be used.b. Metric: The basic battle-board is 60 centimeters x 60 centimeters if the forces are 12

    elements per side. If the forces are 18 to 24 elements per side then a ONE Meter wide x60 Centimeters deep battle-board is recommended to be used.

    c. The battle-board is divided into four equal quadrants for the placement of terrain.d. Deployment of terrain restrictions are as follows:1. Rivers from the board edges. A river with both exits on the same board edge must have

    the exits at least twelve inches apart.2. No more than three pieces of terrain can be placed in each quadrant. Area terrain must be

    completely placed on the board. Only a road can be placed on top another piece ofterrain. Road sections do NOT have to exit the road edge.

    e. To determine how many pieces of terrain can be deployed, each player will roll a d6. Thenumber rolled is the number of pieces each played can place.

    f. A player can declare a terrain piece as clear.Planetary Cl imate Zones

    By determining a Planetary Climate Zone, guidelines will be established for placing certain types

    of tactical terrain on the battle-board. While some planets will be dominated by harshenvironments, even on those planets key battles are most likely to occur in areas that contain

    more friendly environments for population centers.

    The first step will be to state the Planetary type. If the type is not already pre-determined, the

    defender will indicate the planet type. The available types are Desert, Jungle, Temperate, Frozenand Hostile. The general descriptions of the planet types are as follows:

    Desert planets are dominated by vast sandy deserts and barren regions. The planets are notcompletely deserts as most of the populations live in narrow bands of arable land that are locatednear the poles and at latitudes that receive decent rainfall.Jungle planets are dominated by vast woodlands and dense native growth. However the colonialand industrial age experienced by the planet, has produced great swaths of cleared land. On

    Jungle worlds the first required terrain piece selected by the defender MUST be a Waterwayunless another piece is required by the zone class. In that case the SECOND piece selected byeither player must be a Waterway.

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    Temperateplanets are very arable and contain high concentrations of inhabitants. Though asstated in other sections most battles occur outside of dense urban centers.Frozen planets are dominated by vast barren regions of tundra and ice sheets. The planets are notcompletely covered in ice as most of the population is concentrated in pockets of arable landscattered across the globe.Hostile planet classifications can refer to a number of different types of planets. Some Hostile

    planets may be Water-worlds where the entire and 90% of the surface is covered by oceans.Some Hostile planets may have an atmosphere that is toxic to humanoids. Other hostile planetsmay be dominated by vast regions of contaminated areas. In a hostile environment, the attackersare considered to be wearing enhancement suits to make the soldier and vehicles capable ofoperating in that terrain. Additional Water-world notes are under the Aquid Army listintroduction. On non-Water-worlds, after the required terrain is placed, the rest of the terrain must

    be either contaminated areas, Hills or Rough. If a native life-form is fighting an off-worldinvader, then the local forces will receive a positive modifier. This is reflected by the following

    modifier: Native Forces in a Hostile Environment vs a non-terrestrial enemy +1.

    The second step is to determine the planets zone that the battle will occur. Players may eitherState the Zone according to the planet reference type which the die roll result of SIX will be the

    standard; OR roll on the Planetary Zone table which will produce some variety. Refer to theplanet type and roll a d6. Consult the chart for zone type.

    Planetary Type 1 2 3 4 5 6

    Frozen Barren Sierra Barren Arable Arable Barren

    Desert Barren Sierra Barren Arable Arable Barren

    Temperate Barren Sierra Arable Arable Arable Arable

    Jungle Barren Sierra Barren Arable Arable Arable

    Hostile Arable Sierra Barren Barren Sierra Barren

    Planetary Zone guidelines for placing tactical terrain are listed below. A major factor in terrainselection and placement will be the number of pieces allowed based upon the players die roll.

    Arable Zones have all tactical terrain classes available for use. There are no required terrain ordirected order for placement. In any zone other than Temperate, the first terrain selection by thedefender MUST be Urban. On Hostile planets, once the Urban center has been placed, the next

    terrain piece placed MUST be either a Lake or a Waterway.Barren Zones will differ in the actual terrain appearance depending upon the planetary type. ARough area in the desert would be deep sand; on jungle worlds the areas would be impossible to

    traverse dense growth; and on a frozen world it would be jagged ice sheets. With a barren result,each players first terrain choice MUST be a Rough area piece.Sierra Zones are the high mountainous ranges caused by tectonic upheavals that can be found onevery planet. With a Sierra result, each players first terrain choice MUST be Hills. Only oneterrain piece, total, placed can be a Waterway or a Lake.

    TerrainEach planets combat region will be classified as a certain terrain class. The Terrain Classificationwill influence how many pieces of terrain features will be deployed.

    Hostile Environment: The entire board is regarded to be rough. Terrain placed on the board wouldrepresent terrain which in not the norm for the area. For example: In a Desert HostileEnvironment where the entire board is regarded as soft sand, an Oasis, roads or a town may be

    may be placed on the board.

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    Terr ain Classes

    Area terrain classes can be no more than 120mm combined wide or deep OR six inches wide ordeep in dimension. Terrain can be irregular in shape. The terrain must be a minimum of 50mmwide and 50mm deep. This is enough area for an element to be deployed in it. Linear terrain

    sections are 18 inches or 36cm in length. Regardless of the terms used for simplicity ofunderstanding any feature deployed on the battle-board would be considered a majorgeographical feature on a regular map. The depth of a linear feature will be 40mm.

    Clear: This represents the commanders ability to at least partially be able to select the area thatthe battle takes place. The placing of Clear Area terrain pieces will be treated as other pieces of

    actual terrain. Once the placement of terrain is completed, the marker used to designate the ClearArea is removed.Contaminated Zones: These are areas with dangerous levels of Chemical, Biological orRadiological (CBR) particles. A player can place no more than one zone of this type. They may

    be placed partly or wholly over other terrain pieces. They have no effect on Mechanized, AI andACS units. Other Infantry, Aquids, Parasidics and Nids cannot enter.

    Hills: These are elevated areas from common ground level. All hills in reality are mountains andregarded as being filled with gullies, and forests or local vegetation. Therefore are regarded asRough. Rough areas will not affect Infantry units, ACS units or Bi-Ped Mechanized units. Other

    Mechanized units will lose half of its movement allowance any turn that they are in rough terrainfor any part of the movement allowance.Lakes: These lakes shown on a deployment board are huge similar to the American Great Lakes

    and would present a tactical consideration during a battle. Lakes cannot be traversed by infantryunits in the basic game. They can be traversed by all mechanized units in the basic game

    EXCEPT Bi-ped units.Roads: These are major road networks that improve traffic-ability. Roads will nullify the affectsof rough terrain on movement BUT not combat. The physical road sections should be 40mm wide

    and up to 18 inches (36 cm) long. Movement rates are not improved if on a road in clear terrain.

    Movement rates are the same as clear terrain over rivers, lakes, rough and Hostile Environmentterrain. Roads will not modify recoil requirements in lakes, rough areas and hostile environment.Rough:These are areas of difficult terrain which will impede movement and affect a unitscombat ability. Based on the scenario and regional terrain, rough features can include soft sand,

    swamp, or rocky areas of rubble (destroyed urban areas). Rough areas will not affect Infantryunits, ACS units or Bi-Ped Mechanized units. Other Mechanized units will lose half of itsmovement allowance any turn that they are in rough terrain for any part of the movementallowance.Urban: These are the built up areas which with major urban population centers. Since these are

    the expected supply of workers for the region when it is secured, combat in such areas is avoided.Urban areas count as impassable terrain which can not be occupied or traversed by either side.Waterways: Features such as rivers and canals are the main types. Advanced technology has

    made waterways easier to cross especially if undefended but such features still regarded as atactical obstacle. Those features used are major obstacles. Small streams and rivers are not shownon the deployment board since they would not have a tactical significance. Waterways are treatedas rough terrain in regards to recoil requirements. The width of a linear feature will be 40mm and

    length is 18 inches or 36cm.

    Troop Deployment

    Neither side may deploy within six inches of the center mid-point line that divides the board intohalves. A campaign situation may be in use and in such cases the defender will deploy first. In

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    those non-campaign battles the players will roll a high die and the winner (highest number) canselect whether he will deploy first or second. The LOC must be placed with 3 inches (6cm or

    60mm) of the friendly rear board edge. All elements must be placed on the board. There are noflank marches or rear reserves allowed in this game.

    SEQUENCE OF PLAY

    I come from the old design school, so I use the traditional terms of turn, phase and segments. Thegame is composed of turns. Each turn is composed of Alternating Player Phases. Each Phase iscomposed of Activity Segments.

    Game Tur n

    Player A Phase

    Player A rolls a d6 to determine how many command Pips that he will have for his Phase.

    Movement Segment

    Player A determines his desired Order of Movement and allocated the required Pips.

    Combat Segment

    Player A must attack every unit that he is in contact with and cannot attack a unit with which hehas no friendly elements in contact.Each battle will be conducted in the order desired by the attacker. All combat and After-action

    operations will be resolved for a battle before proceeding to the next battle. Each player will roll ad6 Combat dice which is combined with the combat firepower rating of the unit plus any closesupport modifications.

    A loser is determined and the results of the battle are applied to it.Repeat the Combat Sequence for each element that you have in contact with an enemy element. A

    friendly element which is Pinned may fight only one of the contacting enemy elements. (Forexample: Player A has 9 elements in contact with 11 enemy elements. Player A will be requiredto conduct 9 attacks and not 11.)

    Phase B Phase

    Repeat the actions listed for Player A.

    ORDER OF MOVEMENT

    Commanders need to carefully consider the order in which they move units. The early movementof a particular friendly unit may prevent a unit moved later from moving the desired distance or

    desired direction.

    COMMAND PIPS

    The effectiveness of a commander at any given point in a battle is reflected by the use ofCommand Pips. The effectiveness in a real situation would be subject to a number of factorsincluding communications network, enemy communications jamming procedures, area of focus

    by the staff, allocations of available supplies, level of engagement and other factors including

    some unpredictable ones. These are all reflected in the die roll of a Commander at the beginningof his turn.The Command Pips must be used in order to move friendly units. If the command pips are notavailable, then some units may not be moved. An extra Command Pip is required if CombatAviation wishes to conduct a break-off move with is further than the units normal move. A

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    Command Pip is not required to move a CCC unit which is NOT in contact with the enemy. If theCCC unit is in contact with the enemy OR part of a Formation, then it must spend a Command

    Pip to move or break-off.For forces of 12 or 18 elements only a single d6 is rolled to determine the number of command

    pips. If 24 element armies are used, two d6 dice are rolled to determine the number of commandpips.

    HI VE MIND Rule

    The Hive mind rule allows a force to react more quickly to changing situations. This concept isassociated in human mythos to insect cultures (represented by the NID culture in the lists).However there is nothing to preclude other cultures from developing such a concept. To reflectthis in the rules the players roll of Command Pip die is doubled. For example a three roll would

    be adjusted to become a six result. (Note: This method was easier in bookkeeping than to counteach element as using a pip. Other alternate methods include rolling two d6 dice and adding

    them and using one d10.)

    MOVEMENT PROCEDURES

    1. BFS and LOC units cannot be moved once they are placed on the board. Other troop types can

    move any, all or none of the movement distance allowed for that troop class, each turn that theyare given a command pip to be activated.2. Elements not adjacent to another friendly element can move in any direction without

    restriction.3. Elements cannot interpenetrate other units during movement. If another friendly unit iscontacted, then the moving unit must stop. So it will be important to select the best order of

    movement among your troops.4. Elements of the formation can break off and move independently of other elements in the

    formation. After breaking off, they will no longer receive any benefits of being in a formation.5. Once in contact with an enemy base, a friendly unit cannot voluntarily break off contact. Theopponents can only break contact due to combat results.

    5a. The only exception to the Break-off limitation is Close Support Aviation units. The ACS units

    can break-off contact and be redeployed adjacent to the LOC. This action can be preformedregardless of the movement distance required. If the ACS unit is outside normal range, then theowner must spend an additional Command Pip to make the move. If the extra command Pip is notavailable, then the break-off move CANNOT occur.

    6. LRS and SRS elements cannot voluntarily move into contact with enemy units.7. Crossing the enemys front restrictions. Each unit exerts an area of influence that extends 1(20mm) to its front. If an enemy unit enters this area of influence, they must halt movement.Units conducting follow-up moves are not subject to this rule.

    MOVEMENT RATE ALLOWANCES

    Troop Type Jump Inf Levy Inf Garrison Inf Assault Inf

    Inches 4 2 3 2

    CMs 8 4 6 4

    Troop Type LSF(Mech

    inf)

    LBCV Lt

    Combat Veh

    HBCV Med

    Combat Veh

    AFF (Hvy Combat Veh) LRS(upport)

    Inches 6 6 5 5 2

    CMs 12 12 10 10 4

    Troop Type SRS(upport) ACS (Air) CCC (HQ) BFS (Bunker) LOC (Logistics)

    Inches 2 6 varies 0 0

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    CMs 4 12 varies 0 0

    MOVEMENT RATE ALLOWANCES

    Troop Type Jump Inf Levy Inf Garrison Inf Assault Inf

    Inches 4 2 3 2

    CMs 8 4 6 4

    Troop Type LSF(Mech

    inf)

    LBCV Lt

    Combat Veh

    HBCV Hvy

    Combat Veh

    AFF LRS

    Inches 6 6 5 5 2

    CMs 12 12 10 10 4

    Troop Type SRS ACS CCC BFS (Bunker) LOC

    Inches 2 6 varies 0 0

    CMs 4 12 varies 0 0

    FORMATION SPECIFI CS

    1. Formations can be either lines, columns or double lines.2. Elements in a formation (adjacent to another friendly element) must move in a manner in

    which the formation of the elements is retained. Movement is conducted at the rate of theslowest unit in the formation. Movement can be toward the rear or the front of the

    formation without penalty.3. Angle movement for Formations can be no more than a line drawn from the back inside

    edge through the front outside edge of the base. During angle movement the original ofthe formation must be retained by all of the formations elements.

    4. If a player desires a column to expand to a single depth line or a double depth line, itmust spend a movement Command Pip per element. The distance that a formation canexpand is measured from the original lead element. Not from the elements location in the

    column. Elements must be expanded from the rear of the column. An element in themiddle of a column cannot expand until it is the rear-most element. (This may seemunrealistic but is a necessary game mechanic. It also maintains contact between elementsand keeps the formation.) If the expansion cannot be completed with entering restrictiveterrain or contacting a friendly or an enemy unit, then the expansion cannot occur. The

    column must be able to transform into a single or double depth line with extra standsbeing stacked behind the original front element of the column. The only exception wouldbe a close support unit that is left behind the original front element in a single depth line.

    5. A player may wish to change direction with a formation and change from a column to aline. None of the elements can be in contact with the enemy. Movement can be conducted

    without concern as individual elements must pay activation costs in individual pips. If aplayer wishes to retain a formation, the centermost unit is turned first and other units areadjusted to it.

    6. A player wishes to change direction with a formation and change from a line to a column.None of the elements can be in contact with the enemy. Movement can be conducted

    without concern as individual elements paying individual Pips. If a player wishes toretain a column formation, the centermost unit is turned first and other units are adjustedto it.

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    FACING ADJUSTMENTS

    A. A solo unit which is not part of a formation will turn and face an enemy unit which contacts it.

    The DEFENDERS position may have to be adjusted slightly to conform to the base of theAttacking unit. This may seem odd but it reflects the defending shifting reserve assets to counterthe threat of the attackers forces.B. If a Defender is contacted by a second subsequent attacker, it will not shift facing or position

    to face the new threat. It is locked into position with the first enemy unit which contacts it.

    COMBAT and AFTER-COMBAT SITUATIONSCombat resolution is a matter of comparing the amount of Firepower placed by the fighting unitsinto the combat zone. If the comparison is not considered overwhelming, then the loserretreats/recoils and prepares for another round of combat. If the firepower comparison is regardedas overwhelming, then the losing unit is considered destroyed or rendered combat ineffective and

    removed from play.

    MOVEMENT RATE ALLOWANCES

    Troop Type Jump Inf Levy Inf Garrison Inf Assault Inf

    Inches 4 2 3 2

    CMs 8 4 6 4

    Troop Type LSF(Mech inf) LBCV LtAFV

    HBCV MedAFV

    AFF (Hvy AFV) LRS(upport)

    Inches 6 6 5 5 2

    CMs 12 12 10 10 4

    Troop Type SRS(upport) ACS (Air) CCC (HQ) BFS (Bunker) LOC (Logistics)

    Inches 2 6 varies 0 0

    CMs 4 12 varies 0 0

    FI REPOWER RATINGS(In Contact/As Close Support)

    Troop Type Jump Inf Levy Inf Garrison Inf Assault Inf SRS(upport)

    vs Infantry 3 1 2 3 1/ +1

    vs Mech. 2 1 1 3 1/ +1

    Troop Type LSF(Mech inf) LBCV (Lt AFV) HBCV (Med AFV) AFF (Hvy AFV) LRS(upport)

    vs Infantry 3 3 4 4 1 / +2

    vs Mech 2 2 3 3 1 / +1

    Troop Type ACS (Air) CCC (HQ) BFS (Bunker) LOC(Logistics)

    vs Infantry 1 / +1 varies 3 1vs Mech 1 / +2 varies 3 1

    OTHER TACTICAL MODIF IERS TO COMBAT

    1. The CCC (due to its ability to direct fire support and other motivational factors) will adda +1 to all combat rolls whether offensive or defensive..

    2. Infantry in Rough terrain versus a mechanized element receives a +1.3. For each element considered an Overlap the player adds +1.

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    4. Any unit in even partially or crossed a Water Feature or lake that turn will adjust thecombat value by -1. This does not apply to all water terrain of a water world.

    5. Native Forces in a Hostile Environment vs a non-terrestrial enemy +1

    CLOSE FI RE SUPPORT

    This is the term used when a unit which is not in contact are giving combat advantages tofriendly units which they are in contact with and able to support.The units which can give fire support bonus are LRS, SRS and ACS units. In order to providesupport, they cannot be in contact with an enemy unit themselves. If in contact the close supportunits must be defending themselves. They may assist only one friendly unit per combat phase.This means once in the friendly players attack phase AND once during the Enemy Attack Phase

    when the friendly player is defending.a. Short Range Support Units (SRS) can only support a unit which is in contact with it. In

    most cases the supported unit will be located to the front of the SRS unit but it may be incontact with the rear base edge or a flank base edge. A SRS unit cannot provide support

    as both an Overlap unit and a close support unit.b. Aviation Close Support Assets (ACS) can support any unit which is in contact with it.

    ACS units follow the same guidelines as SRS units. In addition ACS units can be placedin support of a formation of several stands by being placed behind the formation line. Insuch cases the ACS can close support either the element directly to its front OR one of

    the elements which are part of the formation in front of the ACS unit in the same way thatan LRS unit provides support. If the ACS unit is part of a column formation, it willsupport the front unit, even if it is several elements to the rear.

    c. Long Range Support Systems (LRS) can support any unit which is in contact with it.LRS units follow the same guidelines as SRS units. In addition LRS units can be placed

    in support of a formation by being placed behind the formation line. In such cases theLRS can close support either the element directly to its front OR any one of the elementson either side of the element that it is located behind and which is part of the formation.

    OVERLAP

    An Overlap is a situation where one player is attempting to support the attacker with additionalfirepower coming from the echelon. A player will be in a formation with friendly units adjacent

    to one or both flanks.1. A unit cannot add overlap support if it is in contact with an enemy element.2. No more than two units can count as Overlap support.3. Friendly units contacting an enemy element on the flank or rear edges cannot add

    Overlap support. They must attack the enemy unit as well.

    4. A Close Support SRS unit that is behind an Overlap unit cannot give support to theattack.

    5. The Overlap supporting unit will not add its combat value to the attack but will simplyadd +1 to the combat value.

    COMBAT RESULTS

    There are basically three outcomes to a combat situation. The first is a TIE is as the result of bothsides having equal numbers after all modifications, there is a stalemate and no affects on both theattacker and defender. The second is the destruction of the unit which has the lower total after allmodifications AND the total of the winner is twice or more than the total of the loser. The totalcombat value of the winner is twice or more than the total of the loser, then the loser is

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    DESTROYED. The third result is when one units total combat value is greater than the otherbut less than double. The victor total is greater than the loser but less than double. The loser must

    Recoil according to the Recoil/ retreat guidelines if possible. If they are unable to Recoil, then itis destroyed unless it has special abilities.

    RETREAT/RECOILWhen one forces firepower is not overwhelming, instead of being destroyed, the loser will only

    be forced to retreat or recoil. Such recoil can be conducted without confusion if there is clearterrain and no elements located within the path of the recoil.

    A. A Recoil is considered moving the loser straight to the rear the length of the recoilingunits base.

    B. Infantry units and ACS can recoil across rough terrain without a problem.C. Mechanized units and LRS and SRS units cannot retreat across rough terrain. If forced to

    enter rough terrain such units are DESTROYED instead.D. If a Recoil would force the loser to contact another enemy element, the loser is

    DESTROYED instead of recoiling.E. If the recoil would contact a friendly element, the owner of the losing unit can elect to

    Destroy either the loser OR the friendly element which is blocking the recoil path. Thisreflects the CCC giving priority of supplies to the unit which it views as the most combatcapable. The other unit is technically disbanded to provide replacements for the unit

    selected to survive. ACS units can recoil to the other side of the friendly unit withouteither being destroyed.

    F. SRS, LRS, ACS units which offered close support to the losing element will be forced torecoil with the losing unit if it located directly in front of the close support unit. Thesupport units are considered mobile and can recoil but are subject to the same clear path

    rules as the losing unit.G. Buttocks of Steel. There is no rear of a unit. An element represents the deployment area

    for a large force (Division or Corps size). Therefore the units will have firepower directed

    to both the front and rear. If a friendly unit cannot complete a recoil, then it must follow

    rule D or E. If the losers recoil falls short of the enemy base, even a millimeter, then thelosing unit can recoil.

    Advanced Combat Resul ts Optional Ru les

    In certain cases a victor does not have to double the losers value in order to destroy it.1. Any SRS or LRS unit which is in base CONTACT with the enemy and is forced to

    recoil will be destroyed instead of recoiling.2. Any BF or LOC element is destroyed instead of retreating.3. Any AAF or LFS forced to recoil by a JI in ROUGH terrain is destroyed instead of

    recoiling. This represents an ambush situation.4. Bi-Ped Mechanized units are treated as Infantry rather than mechanized units in a

    Recoil situation.

    5. Non-Humanoid races may have characteristics which will affect recoil and destructionresults.PINNED

    This is a contact situation which will affect combat and retreat situations.1. A unit is Pinned if enemy units are in contact with more than one base edge. Such

    common examples are a Frontal and a Flank contact, a frontal contact plus a rear and aflank contact.

    2. When a unit is pinned, certain restrictions will affect after-combat results.

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    a. Infantry and Mechanized units in rough terrain will be destroyed instead of recoiling.b. Mechanized units are destroyed if any of the Pinning units are mechanized.c. Mechanized units can still recoil is all of the pinning units are infantry or BFS units.d. Close Support Aviation units CANNOT use a Break-off redeployment move. In all other

    aspects of the Pinned situation, they are regarded as Mechanized units.

    WINNI NG THE BATTLEA victor is determined by destroying his opponents capability to sustain military operations.Often this is reflected by the destruction of the military units of the enemy. However in thecase of these rules, a player can also win by destroying his opponents ability to supply andcontrol his military units.A. The battle is over at the end of the game Phase at which one player has lost 50% of his

    units. This may be in the middle of a turn. (ex: 6/12 or 9/18 or 12/24)B. If a time limit is used, the player who has destroyed more units than he has lost will be

    declared the winner. If both units has lost the same number of elements, then the player whohas lost either a CCC or and LOC unit is declared the loser. If both players have lost such

    units, then it is my recommendation that another complete turn be played with both playershaving a movement and attack phase.

    C. If a player has lost BOTH his CCC and LOC units, the game is over immediately at theend of that phase and the other player is declared the victor. A force cannot sustain militaryoperations if both its command and logistical capabilities are lost.

    Defi niti ons and Terms

    Bases: The term used for the physical stand used to mount the castings. The terms stands andbases are interchangeable.

    Bi-Ped Combat Vehicles: These are all-terrain vehicles built using two or four powered struts(legs). They are slow when compared to other vehicles but their combat effectiveness is notreduced by poor terrain. They are effective against most troops but are vulnerable to infantry

    attack in bad terrain. They are considered Mechanized troops

    Bound: This is a term which means the same as a player Phase. Two alternating bounds willequal a turn.Command and Control Center (CCC): This is NOT a Troop Type. This represents theCommander (General) and his staff. Thus it would be the same as in other rules where a particular

    troop type has extra advantages for having the Forces General in the unit. In regards torepresentation, most players add a satellite dish or paint the vehicle differently.Elements: The term used for the unit represented by the troops. It can be inter-changeable withthe term unit.Formation: Whenever more than one element is in contact with other friendly elements.Suicide Infantry Rule:Suicide units will operate as Levy Infantry (LI) except in Combatsituations. Army lists will often give a player the option to select SI rather than LI or GI units.

    In combat situations these units can invoke the following modifications to combat results:

    A. If the SI unit loses and recoils, instead of recoiling, the SI unit is destroyed and the winnermust recoil instead of following up.B. If the SI unit is a winner, instead of just forcing the loser to recoil, the SI can declare a suicide

    pursuit. In this case the loser is destroyed rather than recoils and the SI unit is also destroyed.System: A term for a variety of weapons including projectile, laser, molecule disrupters, andexplosive launchers. Often a force would adopt the weapons system which would be the mosteffective in an environment and against a particular enemy. The system used could be changeddepending on the enemy and situation.Recoil: This is the same as a retreat situation and the terms are interchangeable.

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    ARMY LI STS AND BACKGROUND

    This section includes the Army Force Lists and a background and the different races and political

    entities involved. Lists for armies specific to a particular set of novels or SciFi universe are notstated. Some lists may seem familiar to readers of a particular genre. It should be easy for veteran

    players to adjust some lists to meet their individual needs in representing troops from a particular

    series of books. In the non-humanoid section, the races are referred to by Human slang which canbe considered derogatory terms. Such terms are used for several similar species. For example

    Furballs will be used to denote cultures based on creatures which have evolved from eithercanine or feline ancestors.

    In a Campaign Situation or a Scenario, ONE GI can be replaced with a BFS element.When there is an option of greater than one (Example = 3 x GI or AI), a combination can beselected rather than all of one type or another. So in the example, a player may select 2 x GI + 1 x

    AI OR 2 x AI + 1 x GI OR 3 x AI OR 3 x GI.

    Customizing Armies

    The use of limited troop types has limited the possible variations for armies. In an effort todifferentiate the armies, in list development a technology development timeline has been

    assumed. Players can adjust the level of technology to suit campaign needs.The army troop type represents a units the firepower and its defensive armor rating. It is in

    the area of vehicle mobility that visual differences are the most obvious. The basic modes ofmobility for vehicles are wheeled, tracked, hovercraft and anti-grav. In the weaponsdevelopment area, the normal methods of firepower generation are projectile (kinetic orexplosive), laser, disruptor (molecular wave modulation) and particle/energy beam. In the basicrules the neither the mode of mobility nor the type of weapon will have no effect on the game

    mechanics.Players should Anti-grav vehicles as having the capabilities of Bi-ped HBCV and LBCV

    units. Sometimes the option of changing a HBCV required unit to an AAF exists but would notchange the racial characteristics of an Army.

    Earth in the Near Future

    The Earth in the 2100s is a world torn apart by the need of humanity to survive. Naturalresources have become scarce and bitter conflicts between rival nations are frequent. Strong

    coalition of groups developed based on common bonds such as ethnicity and or religion. Thesemerged to create blocs or Confederations. Even more precious than the natural resource are theHuman resources needed both for manual and mental labor to operate a society. The Avian Flu

    and other pandemics over the past century had decimated the Human population. As a result,combat in urban areas is avoided.

    The armies of the 22nd century had remained very similar to those of the early 21st century.

    Technology had advances in propulsion to allow for limited anti-grav vehicles and moreadvanced hover-craft designs. Certain national and cultural characteristics still influenced theorganization of most armies. Note: Some 12mm vehicles may need to use 15mm base depths.

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    Assault Infantry (AIGarrison Infantry (GI):Jump Infantry (JI):

    Levy Infantry (LI):Suicide Infantry (SI

    Close Support UnitsShort Range Support Systems (SRS):Long Range Support Systems (LRS):Aviation Close Support Assets: (ACS):Mechanized Uni ts

    Light Strike Force (LSF):

    Light Bi-Ped Combat Vehicles (LBCV):Heavy Bi-Ped Combat Vehicles (HBCV): MEDArmored Assault Force (AAF): HVY

    Non-Troop Elements

    Bunker Fortification System (BFS):Command and Control Center (CCC):Logistics Operations Center (LOC):

    The American Federation Alliance was formed in the Americas.The least homogeneous of theblocs, the various countries that formed the bloc could be unreliable in offensive operations.

    However in local defense actions support always holds firm.(12 Force) 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LSF or LBCV; 1 x ACS; 1 x SRS;

    1 x LRS; 1 x JI, 1 x AI, 2 x GI; 1 x JI or AI or BSF(18 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS;2 x SRS; 2 x JI, 2 x AI, 3 x GI; 1 x LSF or LRS or BSF

    (24 Force) 1 x AAF or HBCV (CCC); 3 x AAF or HBCV; 3 x LSF or LBCV; 2 x ACS; 2 x LRS;

    2 x SRS; 2 x JI, 2 x AI, 4 x GI; 1 x AI or JI; 2 x LSF or LRS or BSF

    The Islamic Brotherhood Confederation contained several nationalities but all of its memberswere devote Moslems. Endless Jihads produce constant offensive actions.

    (12 Force) 1 x AAF (CCC); 1 x AAF; 1 x LSF; 1 x LRS or ACS; 1 x JI, 1 x AI, 2 x GI; 2 x GI orSI; 1 x GI or BSF; 1 x LSF or SRS(18 Force) 1 x AAF (CCC); 1 x AAF; 2 x LSF; 1 x ACS; 1 x LRS; 2 x JI, 2 x AI, 3 x GI; 2 x GIor SI; 1 x GI or BSF; 2 x SRS(24 Force) 1 x AAF (CCC); 2 x AAF; 3 x LSF; 2 x ACS; 2 x LRS; 3 x SRS; 2 x JI, 2 x AI, 3 x

    GI; 2 x GI or SI; 1 x GI or BSF; 1 x AI or JI

    The Asiatic Hegemony was dominated by the Chinese. Their armies were constantly battling the

    Islamic Brotherhood along the Indian Frontier and the Neo-Soviets over the Siberian resources.The Asiatic Hegemony sees more rebellion within its member bloc than any other coalition. Anuneasy alliance exists between the Chinese and the semi-autonomous ANZAC Confederation.(12 Force) 1 x AAF (CCC); 1 x AAF; 1 x LSF; 1 x ACS; 1 x LRS; 1 x SRS; 1 x JI, 1 x AI, 4 x GI

    (18 Force) 1 x AAF (CCC); 1 x AAF; 2 x LSF; 1 x ACS; 2 x LRS; 2 x SRS; 2 x JI, 2 x AI, 4 xGI; 1 x AAF or ACS or LRS(24 Force) 1 x AAF (CCC); 2 x AAF; 3 x LSF; 2 x ACS; 2 x LRS; 2 x SRS; 2 x JI, 2 x AI, 4 xGI; 2 x GI or SI; 1 x AAF or ACS; 1 x SRS or LRS

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    The Neo-Soviet Euro Pact as much for self-preservation as any specific bond was formedamong the old European Union and Russian States. These countries have an extensive border

    with both the Islamic Confederation and the Asiatic Hegemony in Africa and Asia. As a result ofthe constant conflict, a new Communist-Fascist ruling body arose to guide the resources of theEuropeans.(12 Force) 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS;

    1 x SRS; 1 x JI, 1 x AI, 2 x GI(18 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS;2 x SRS; 2 x JI, 2 x AI, 3 x GI; 1 x GI or BSF or LRS(24 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 3 x LSF or LBCV; 2 x ACS; 2 x LRS;2 x SRS; 3 x JI, 3 x AI, 4 x GI; 1 x GI or BSF; 1 x ACS or LRS or SRS

    The Tribal and Factional Warlord Armies The battlegrounds of the world have beenconcentrated in Africa, India, Siberia-Alaska and even Australia. As a result, no bloc has been

    able to bring these areas into their complete control. This has allowed for a number of tribalWarlords and Factional groups to develop in these areas. Such self-determination groups would

    arise from time to time in isolated regions of the various blocs.(12 Force) 1 x LSF or AI (CCC); 2 x LSF; 1 x SRS; 2 x JI; 4 x GI; 1 x JI or SI or BFS; 1 x AAF

    or ACS or LRS(18 Force) 1 x AAF or AI (CCC); 3 x LSF; 2 x SRS; 3 x JI; 6 x GI; 2 x SRS or SI or BFS; 1 xACS or LRS

    (24 Force) 1 x AAF or AI (CCC); 3 x LSF; 3 x SRS; 3 x JI; 1 x AI; 6 x GI; 2 x GI or SI or BFS; 1x ACS; 1 x LRS; 1 x AAF or LSF; 1 x ACS or LRS or SRS; 1 x AI or JI

    Humanoid Armies in the Galaxy

    FEUDAL WARLORDS

    This list represents any number of competing minor rulers who are attempting to gain control ofvaluable resources in their region. Their rule is often feudal in nature with their control over localculture being undisputed. Sometimes they may be vassals of a larger political structure such as anempire. Warlords control regional fiefs where their resources are always limited. Militaryvehicles and weapons tend to be of the same type within a single Warlords army. Therefore a

    Warlords force can have either LBCV/HBCV or AAF/LSF units but not both. A minor vassalWarlord can have no more than a 12 element force. In 18 element or 24 element forces, all forces

    not expressed as coalition allies which are over 12 elements should be limited to Tsarist, Omnistor Imperialist armies.

    HI-TECH WARLORDS(12 Force) = 1 x AAF (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X SRS OR

    LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x JI or GI(18 Force) = 1 x AAF (CCC); 2 X AAF OR HBCV; 2 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 XACS; 1 X JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS(24 Force) = 1 x AAF (CCC); 3 X AAF OR HBCV; 4 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 XACS; 2 X JI; 2 x AI; 5 x GI; 2 x JI or GI or AI; 1 x ACS or LRS

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    MID-TECH WARLORDS

    (12 Force) = 1 x AAF (CCC); 2 X LBCV or LSF; 1 x SRS; 2 X SRS OR LRS; 1 X ACS; 1 X JI;

    1 x AI; 2 x GI; 1 x JI or GI(18 Force) = 1 x AAF (CCC); 3 X LBCV OR LSF; 2 x SRS; 2 X LRS; 1 X ACS; 1 X JI; 2 x AI;5 x GI; 1 x JI or GI;(24 Force) = 1 x AAF (CCC); 5 X LBCV OR LSF; 2 x SRS; 2 X LRS; 2 X ACS; 2 X JI; 3 x AI;

    6 x GI; 1 x JI or SI

    LOW-TECH WARLORDS

    (12 Force) = 1 x AI or LSF (CCC); 2 X LBCV OR LSF; 1 x SRS; 1 X LRS; 1 X JI; 1 x AI; 4 xGI; 1 x JI or SI(18 Force) = 1 x AI or LSF (CCC); 3 X LBCV OR LSF; 2 x SRS; 1 X LRS; 2 X JI;

    2 x AI; 5 x GI; 1 x SI or GI; 1 x ACS or LRS(24 Force) = 1 x AI or LSF (CCC); 5 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS or LFS; 3

    X JI; 3 x AI; 6 x GI; 2 x GI or SI

    HOMERS (Home Rule Advocates)

    This is a basic list which can be used for any Low-Tech people attempting to self-determinationand control their own destiny. They may be isolated Colonists, resistance armies or any peoplerevolting against superior forces. Homers are considered not to have space faring technology, so

    are always the defenders. Any Mechanized forces of HOMERS would be either captured oroutdated models. So the Mechanized and Aviation units at their disposal will be limited,especially in a campaign. The SI troops are non-suicide unless designated as a fanatically suicide

    bomber force as part of a campaign.(12 Force) = 1 x LSF or AI (CCC); 1 x LSF; 1 x LSF or JI; 1 x AI; 1 x SI; 6 x GI; 1 x GI or SI or

    AI or JI(18 Force) = 1 x LSF or AI (CCC); 1 x LSF; 1 x JI; 2 x AI; 1 x SI; 9 x GI; 1 x SRS; 2 x GI or SIor AI

    (24 Force) = 1 x LSF (CCC); 2 x LSF; 1 x JI; 2 x AI; 2 x SI; 12 x GI; 2 x SRS; 2 x GI or SI or AI

    or JI

    ECONITES/GUILDISTS

    Econists are confederations of powerful Corporate entities which gradually assumed more

    political power until they controlled every aspect of citizen life. Their goal is constant economicexpansion with most of the citizen soldiers also being shareholders in the CorporateConfederation. Most of the deadly tasks are conducted by hired mercenary units. Most of theclose support units are Citizen units while the melee units are mercenary.(12 Force) = 1 x AAF or HBCV (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X

    LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x ACS or SRS or LRS(18 Force) = 1 x AAF or HBCV (CCC); 1 X AAF; 1 x HBCV; 1 x LSF; 1 x LBCV; 1 x LBCV

    OR LSF; 1 x SRS; 1 X LRS; 1 X ACS; 1 X JI; 2 x AI; 3 x GI; 2 x JI or GI or AI; 1 x ACS or SRS

    or LRS(24 Force) =1 x AAF or HBCV (CCC); 1 X AAF; 1 x HBCV; 1 x LSF; 1 x LBCV; 1 X LBCVOR LSF; 2 x SRS; 2 X LRS; 2 X ACS; 2 X JI; 2 x AI; 5 x GI; 1 x JI or GI or AI; 2 x ACS or SRSor LRS

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    TSARIST

    These are monarchist fanatics. They believe in the Divine Right of the ruling Tsar. Other cultures

    are viewed as advocating anarchy by not advocating such a unified political structure. To theTsarists there is a great need to bring order to the Galaxy as well to expand their holdings.(12 Force) = 1 x AAF (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X SRS ORLRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x JI or GI

    (18 Force) = 1 x AAF (CCC); 2 X AAF OR HBCV; 2 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 XACS; 1 X JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS(24 Force) = 1 x AAF (CCC); 3 X AAF OR HBCV; 4 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 XACS; 2 X JI; 2 x AI; 5 x GI; 2 x JI or GI or AI; 1 x ACS or LRS

    IMPERIALIST

    This list will represent any number of well equipped forces used to expand and maintain theaspirations of conquest held by various rulers. The forces are often heavier than needed in an

    attempt to intimidate their vassals and opponents.(12 Force) = 1 x AAF (CCC); 1 x AAF; 1 x LFS or LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 1 x JI; 1

    x AI; 3 x GI; 1 x HBCV or ACS or AI or GI(18 Force) = 1 x AAF (CCC); 1 x AAF; 2 x LFS or LBCV; 1 x ACS; 2 x SRS; 1 x LRS; 1 x JI; 2

    x AI; 4 x GI; 1 x HBCV or AAF; 1 x ACS or LRS; 1 x AI or JI(24 Force) = 1 x AAF (CCC); 1 x AAF; 3 x LFS or LBCV; 2 x ACS; 2 x SRS; 1 x LRS; 2 x JI; 3x AI; 6 x GI; 1 x HBCV or AAF; 1 x ACS or LRS; 1 x AI or JI or SI

    OMNITES

    These are fanatical followers of a particular faith. Their political structure is one of Theocracy in

    which the religious caste also controls the political and economic aspects of the society. Theirmilitary power rests in the hands of various Military Orders whose primary goal is the protection

    of the Omnite culture. Their desire to awe an opponent has lead Omni Orders to try to fieldelaborate and large combat vehicles designed to intimidate their enemy. The need for intimidationhas lead Omni scientists to focus on projectile weapons firing large explosive ammunition and

    particle energy weapons. Several Orders exist in the Omni Empire with each order having its own

    unique uniform color. If more than a 12 Force is used, then two orders must be used. Themaximum size of an Orders Field Force is 12 elements. Elements form different OrdersCANNOT operate in the same formation. They cannot give Close Support to other rival Ordersand cannot be counted as an Overlap support for an element from a rival Order..

    (12 Force) = 1 x AAF (CCC); 2 x AAF or HBCV; 2 x LBCV or LSF; 1 x SRS; 1 x LRS; 1 xACS; 1 X JI; 1 x AI; 2 x GI;(18 Force) = 1 x AAF (CCC); 2 x AAF OR HBCV; 2 x LBCV or LSF; 2 x SRS; 1 x LRS; 1 xACS; 1 x JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS(24 Force) = 1 x AAF (CCC); 4 x AAF or HBCV; 3 x LBCV or LSF; 2 x SRS; 2 x LRS; 2 X

    ACS; 2 x JI; 2 x AI; 5 x GI; 1 x JI or AI;

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    NON-HUMANOID Races in the Galaxy

    AVIFAUNA

    This culture is centered on being who evolved from ancestors who were birds. Some speciesdeveloped arm appendages separate from the wings while other grew arms from the wings

    (pterodactyl style). Since they still can fly in most species, technology research into aircraft hasbeen weak. Their ACS and JI units are mostly avian troops with some support craft. Due to theirdominance of the battlefield airspace, enemy ACS units while still allowed can provide onlySRM range close support and not the extended range of LRS. Avifauna SRS, AAF and LFS aretreated as Bi-Ped mechanized units only for recoil actions. Avifauna ACS units receive an

    additional +1 modifier when in contact with an enemy element.(12 Force) = 1 x AAF or ACS (CCC); 1 x LFS; 3 x ACS; 3 x JI; 1 x AI, 2 x GI; 1 x SRS or LRSor GI(18 Force) = 1 x AAF or ACS (CCC); 1 x LFS; 4 x ACS; 4 x JI; 1 x AI, 3 x GI; 1 x SRS; 1 xLRS; 1 x LFS or ACS; 1 x AI or GI or JI

    (24 Force) = 1 x AAF or ACS (CCC); 2 x LFS; 5 x ACS; 5 x JI; 2 x AI, 4 x GI; 1 x SRS; 1 xLRS; 1 x AI or AFF or LFS; 1 x ACS or JI or GI; 1 x SRS or LRS

    FURBALLS

    Cultures based on beings evolved from mammals such as canine, felines, bears and various typesof primates such as Chimps and Apes. Evolution has enabled these species to walk in Bi-Ped

    form and develop technologically. Their culture has aggressive traits and these are reflected intheir military tactics. They have experienced the same technological advances as experienced byhumanoid races. War machines tend to be made in their image so the HBCV and LBCV modelsare far more common than tracked, wheeled or hover models. AAF units are more heavilyarmored versions of HBCV. As a result, Furball AFF units will move and recoil as if HBCVs.

    Most Furball cultures still advocate a pack mentality with a local Big Dog or Top Cat that iskept in submission by an even more fearsome regional dictator. . There are several major Packfiefs in a particular Furball empire with each Pack having its own unique uniform color. If more

    than a 12 Force is used, then two Packs must be used. The maximum size of a Packs Field Forceis 12 elements. Elements form different Packs CANNOT operate in the same formation. They

    will give Close Support to other Packs BUT cannot be counted as an Overlap support.(12 Force) = 1 x AAF or HBCV (CCC); 1 x HBCV; 2 x LBCV; 1 x SRS, 1 x ACS or LRS; 1 x JI;1 x AI; 3 x GI; 1 x HBCV or LBCV or AI(18 Force) = 1 x AAF or HBCV (CCC); 2 x HBCV; 2 x LBCV; 1 x SRS, 1 x ACS; 1 x LRS; 2 xJI; 2 x AI; 4 x GI; 1 x HBCV or LBCV; 1 x SRS or LRS

    (24 Force) = 1 x AAF or HBCV (CCC); 2 x HBCV; 3 x LBCV; 2 x SRS, 1 x ACS; 1 x LRS; 3 xJI; 3 x AI; 6 x GI; 1 x AAF or LFS or LBCV; 1 x SRS or LRS or ACS

    HOOFERS

    This term is used to refer to a various number of species which are evolutions of hoof creatures.In Human mythology the best comparison can be made with minotaur and centaurs. Some species

    may be Bi-ped and some may be Quad-ped. They have experienced the same technologicaladvances as experienced by humanoid races. War machines tend to be made in their image so theHBCV and LBCV models are far more common than tracked, wheeled or hover models. Hoofersstress speed as a mark of prowess so their military machines and forces tend to be lighter thanother species

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    (12 Force) = 1 x HBCV or LBCV (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 2 x JI; 1 x AI;2 x GI; 1 x GI or SRS

    (18 Force) = 1 x HBCV or LBCV (CCC); 3 x LBCV; 2 x HBCV or LBCV; 1 x ACS; 1 x SRS; 1x LRS; 2 x JI; 1 x AI; 4 x GI; 1 x AI or JI; 1 x LRS or SRS(24 Force) = 1 x HBCV or LBCV (CCC); 3 x LBCV; 3 x LBCV or HBCV; 2 x ACS; 2 x SRS; 1x LRS; 2 x JI; 2 x AI; 6 x GI; 1 x GI or AI; 1 x LRS or ACS or SRS

    REPTIDS

    Cultures based on beings evolved from cold blooded ancestors such as lizards, dinosaurs andother reptiles. Evolution has enabled these species to walk in Bi-Ped form and developtechnologically. The main Reptid culture maintains a strict binary composition of their military

    forces. Key components will even be omitted from a forces TO&E in order to maintain thebinary form. Unlike other races, the player must select a single option for both elements. They

    cannot select one of each. If the CCC is AAF or HBCV, then the second element must be thesame troop type.

    Due to the natural ability of Reptids to use cover, Reptid JIs receive a +1 in all combat rolls withenemy unit in all terrain BUT clear. The weakest combat arm for the Reptids is aviation warfare.

    As a result, ACS units will suffer a -1 to all combat rolls with Mechanized units.(12 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LFS or LBCV; 2 x ACS; 2 xSRS or LRS; 2 x JI; 2 x AI; 2 x GI

    (18 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LFS or LBCV; 2 x ACS; 2 xSRS or LRS; 2 x JI; 4 x AI; 4 x GI(24 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 4 x LFS or LBCV; 2 x ACS; 2 x

    SRS or LRS; 2 x JI; 4 x AI; 6 x GI; 2 x AAF or HBCV or ACS

    AQUATIC RACES

    These cultures have developed in water-dominated worlds. Their society has developed in a

    parallel manner as other humanoid races. They can be placed into three main groups: the

    humanoid Mermen, the oxygen breathing species and the water breathing species. If the Aquaidsare on the defensive, then all of the board will be a hostile environment (oceans floor).Waterways are trenches and roads are not allowed.

    MERMEN

    Their society has developed in a parallel manner as other humanoid races. Mermen have spacefaringtechnology so they can be Attackers.Vehicle mobility technology has been more along thelines of submarines with the use of water displacement to move the craft. Weapons have focusedon the development of disrupter type weapons with a focus sound beam being a favorite. Vehicles

    tend to resemble fearsome creatures of the deep. Most craft still operate near the floor because ofenergy requirement outputs needed for their large weapons is large. As a result engines are

    undersized for the needs of most craft. Aviation assets are mainly submarine style craft used to

    gain height above the battlefield. The development of LRS weapons has been ignored becausethose weapons are mainly indirect and projectile oriented. Both of which are not contusive toundersea warfare. SRS and ACS systems use different models of torpedoes. (12 Force) = 1 x AAF or LFS (CCC); 1 x AAF; 1 x LFS; 2 x ACS; 1 x JI; 1 x AI, 2 x GI; 1 x

    SRS; 1 x LFS or AAF; 1 x GI or SRS(18 Force) = 1 x AAF or LFS (CCC); 1 x AAF; 2 x LFS; 2 x ACS; 2 x JI; 2 x AI, 4 x GI; 2 xSRS; 1 x LFS or AAF; 1 x AI or JI or GI(24 Force) = 1 x AAF or LFS (CCC); 2 x AAF; 3 x LFS; 3 x ACS; 2 x JI; 3 x AI, 6 x GI; 2 xSRS; 1 x AAF or LFS; 1 x SRS or ACS

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    OXY-AQUIDS

    These are the oxygen breathing ocean dwellers such as the terra whales and dolphins. Oftenconsidered very intelligent, the focus of Oxy-aquid society has been mainly non-military. Oxy-Aquids do not have space faring technology, so are always the defenders. The only exception is ifthe Aquids are fighting another aquatic species. Militarily they are considered a Low-tech society;

    most of the Qxy-Aquid armies are predominately organic infantry. Several RAC armies havebeen discovered to under the control of an Oxy-aquid overlord. Armies of 18 or 24 elements canhave RAC subject units.Darters are swift but they can be deadly when they surprise their enemies. They are the JI of theOxy-Aquids.Stingers are ACV and SRS units. These creatures use projectile stingers to engage the enemy

    from a distance. The SRS units are treated as infantry in recoil situations.Protectors are the upper class of the Oxy-Aquids. On most water worlds these are whale and

    dolphin like creatures. They are classified as AI units.Leviathans are very large creatures bred especially for war and have been organized in units and

    function as HBCV and LBCV units.(12 Force)= 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 x

    GI(18 Force) = 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 xGI; (No RAC Subjects =1 x HBCV; 2 x GI; 1 x ACS or SRS; 2 x JI or AI) OR

    (RAC Subjects = 1 x AFF; 2 x AI; 1 x ACS or SRS; 1 x JI; 1 x LSF)(24 Force) = 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 xGI; (No RAC Subjects = 2 x LBCV; 2 x JI; 4 x GI; 3 x AI; 1 x SRS or ACS) OR

    (RAC Subjects = 2 x AFF; 4 x AI; 2 x ACS or SRS; 2 x JI; 2 x LSF)

    AQUAIDS

    Aquaids covers all species evolving from water breathing species from ocean based cultures.

    Aquids do not have space faring technology, so are always the defenders. The only exception is if

    the Aquids are fighting another aquadic species. Some species are derived from squid-likecreatures and others from blood thirsty shark-like creatures. Considered a Low-tech society, mostof the Aquid armies are predominately organic infantry. Those species which have not left theirwater environment, still retain their ocean appearance. Those sub-species which have evolved for

    short term exploration and domination of the small land masses located on their water worlds orhave evolved to explore the galaxy, have mutated or developed bi-ped legs and arms.Swarms are vassal species that attack in vast numbers but are still easy to neutralize. They arerated as GIs.Darters are swift but they can be deadly when they surprise their enemies. They are the JI of the

    Aquids.Stingers are ACV and SRS units. These creatures use projectile stingers to engage the enemy

    from a distance. The SRS units are treated as infantry in recoil situations.

    Ravagers are the upper class of the Aquids. On most water worlds these are shark and squid likecreatures. They are classified as AI units.Leviathans are very large creatures bred especially for war and have been organized in units andfunction as LBCV units.

    (12 Force) = 1 x LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 1 x AI, 4 x GI(18 Force) = 1 x LBCV or AI (CCC); 2 x LBCV; 2 x ACS; 2 x SRS; 3 x JI; 2 x AI, 5 x GI; 1 x AIor SI (suicide capable)(24 Force) = 1 x LBCV or AI (CCC); 4 x LBCV; 2 x ACS; 1 x SRS; 2 x JI; 3 x AI, 7 x GI; 2 x AIor SI (Suicide capable); 2 x JI or SRS

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    NIDs

    This represents an insect dominated culture using a Hive Mind control process. All forces areorganic and mechanical vehicles are not used. For balanced battles a NID force should be eitheran 18 or 24 element force while the opponent is a 12 element force. There are no LSF or AAF

    comparison units. The NIDS who are more mobile and heavier creatures are rated as HBCV orLBCV.Slashers: These are the main warrior sect of the NID culture. They follow a single goal which isto destroy the enemy. They kill depending on the creature by stabbing, biting or stinging. Theyare rated and operate as GI in game terms.Suicide Slashers; These are the same as Slashers but their do and die attitude reduces some

    combat effectiveness. In game terms they are rated as SI but have a special option.Jumpers: These insects are capable of minimum flight and often can jump to extreme heights.

    Their main function is to find enemy formations. They have limited combat capability but cansurprise and overwhelm an enemy force in Rough terrain.

    Armored Slashers: These are the NID warrior sects which are a combination of being larger andin most cases thicker skinned than their Slasher cousins. They are rated as AI being harder to kill

    than other Slashers.Whinners: These are the winged warrior insects which often support attacks by the Slashers orCrushers. They are rated the same as ACS. There are no SRS or LRS NID units. They can move

    into contact with an enemy element.Crushers: These are the monstrously large creatures. Despite their size they are considered verymobile. Due to their mobility and organic nature, they are rated the same as HBCV and LBCV.

    The difference between the two ratings can be either the size or number of NIDS in the unit.Control NID: This is the Hive Mind of the force. It is always a HBCV troop class and is also

    rated as the CCC unit.BFS and LOC: Both of these would be a complex of passages in which the attacker would beconstantly ambushed while clearing. They operate in the same manner as LOC and BFS in the

    regular rules. There are no BFS in the Army lists but would be available in a defensive Campaign

    scenario.(12 Force)= 1 x HBCV (CCC); 1 x HBCV or LBCV; 2 x ACS; 2 x AI; 5 x GI; 1 x JI or GI(18 Force)= 1 x HBCV (CCC); 1 x HBCV; 1 x LBCV; 3 x ACS; 3 x AI; 5 x GI; 3 x SI; 1 x JI(24 Force)= 1 x HBCV (CCC); 2 x HBCV or LBCV; 1 x LBCV; 4 x ACS; 4 x AI; 7 x GI; 3 x SI;

    1 x JI; 1 x GI or JI or ACS

    RACS

    This list represents those forces which are mechanical in composition. Hence the slang terms

    RACs which is for Robots, Androids and Cyborgs. The forces may be controlled by a HumanOverlord or a computer Hive Mind. Technology advancements have not been a problem but

    regulating size has been. War machines tend to be large cumbersome vehicles and even large

    individual robots are normal. They tend to have better communications and evasivecountermeasures so they can field more aviation assets than other forces.Cyborgs and Androids compose most of the ground forces that would be classified as Infantry.The armored infantry units are composed of Cyborgs in heavy body armor but more often were

    thickly plated robots and androids designed to take heavy damage while assaulting enemypositions. ACS and LRS units are a combination of drones and self guiding missiles. RACcontrol brains see little need in advanced propulsion which lead them to create AAF and LFSunits which were monstrous robotic machines which rolled along on threads or hovered only

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    slightly above the ground. Because of the AAFs and BFSs being heavily armored, containingmassive weapons and hard to impair, RAC BFS and AAFs have a +1 to all combat rolls.

    (12 Force) = 1 x AAF (CCC); 2 x AAF; 2 x LFS; 1 x ACS; 2 x AI; 2 x GI; 1 x JI; 1 x ACS orLRS(18 Force) = 1 x AAF (CCC); 2 x AAF; 2 x LFS; 1 x LFS or AAF; 2 x ACS; 3 x AI; 4 x GI; 2 xJI; 1 x SRS or ACS or LRS

    (24 Force) = 1 x AAF (CCC); 3 x AAF; 4 x LFS; 2 x ACS; 4 x AI; 3 x GI; 2 x JI; 1 x SRS; 1 xLRS; 1 x ACS or LRS; 1 x LFS or AI or JI or SRS; 1 x GI or BFS

    PARASIDICS

    This includes a species whose origins are still undetermined. Not enough data has been recorded

    about their species to be sure of their origin. The race includes a number of parasite creaturesdiscovered on various worlds. Their plague outbreaks have been controlled and the various

    worlds have decided to eliminate the possibility of further plagues by exterminating the parasiteson their home-worlds. Upon the initial invasion, the intelligence services discovered that the

    Parasidic species had developed a level of higher intelligence and a number of warrior castes.The Parasidics are not a space faring race. All conflict with them occurs on worlds that they

    control, so are always the defenders. All of their tactics are based on organic conflict and theyhave no use for mechanical equipment though some will use captured hand weapons. .Infectors: These are the main warrior sect of the Parasitic culture. They follow a single goal

    which is to destroy the enemy. They kill depending on the creature by biting or stinging. They arerated and operate as GI in game terms.Suicide Infectors; These are the same as Infectors but their do and die attitude reduces some

    combat effectiveness. In game terms they are rated as SI but have a special option.Lurkers: These parasites are capable of great stealth. Their main function is to locate enemy

    formations. They have limited combat capability but can surprise and overwhelm an enemy forcein Rough terrain. They are rated as JI.Armored Infectors: These are the advanced warrior sects which are a combination of being

    larger and in most cases thicker skinned than Infectors. They are rated as AI being harder to kill

    than other Infectors.Crushers: These are the monstrously large creatures. Despite their size they are considered verymobile. Due to their mobility and organic nature, they are rated the same as HBCV and LBCV.The difference between the two ratings can be either the size or number of Parsidics in the unit.Control PARASID: This is the Hive Mind of the force. It is always a HBCV troop class and isalso rated as the CCC unit.BFS and LOC: Both of these would be a complex of passages in which the attacker would beconstantly ambushed while clearing. They operate in the same manner as LOC and BFS in theregular rules. There are no BFS in the Army lists but would be available in a defensive Campaign

    scenario.(12 Force)= 1 x HBCV (CCC); 1 x HBCV or LBCV; 2 x AI; 5 x GI; 1 x BFS; 1 x JI

    (18 Force)= 1 x HBCV (CCC); 1 x HBCV; 2 x LBCV; 3 x AI; 6 x GI; 2 x SI; 1 x JI; 2 x BFS or

    GI(24 Force)= 1 x HBCV (CCC); 2 x HBCV or LBCV; 1 x LBCV; 4 x ACS; 4 x AI; 7 x GI; 3 x SI;1 x JI; 1 x BFS

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    The Domination of Terr a Campaign

    The principles behind the Domination of Terra Campaign can be applied to any of the Humanoidor non-Humanoid Armies and Home Worlds as well. The Campaign is designed for use with thearmies listed in the The Earth in the Near Future section.Based on the abilities of the players, campaigns will be resolved quickly or bog down intoshifting alliances and stalemates. Either of two strategic movement systems will provide a quick

    play campaign with plenty of action between players. Both the point to point system and the areamovement system can be used.

    Board

    The area movement system is the mechanic used here due to the easy access of the board from thepopular RISK game. Players can spend time designing their own boards but for a quick initialstart, the RISK board works well. However any currently available strategic board game that usesarea movement can be used. Prior to the start of the campaign, the controller will determine the

    Planetary Zone for every area on the map.

    Forces

    The basic force is the standard 12 element Army as provided in the lists for that coalition. The 18element force is referred to in the campaign rules as an Expedition. The 24 element force is

    referred to as an Army Group.

    Area Supply and Restrictions

    An area as designated on the map contains enough integral supplies to maintain a military forceassigned to occupy that area. Still there is a supply capacity limit of 36 elements for each area.This means that an area can support: three independent Armies OR one Army and one Armygroup OR two Expeditions OR one Expedition and one Army. At the end of a turn only one

    player may occupy an area. The only exception is in the case of an alliance in which case theallied player that does not control of the area must move the next turn if no battle is expected.

    Sequence of Play & Strategic Time ScaleEach Turn represents a month. Twelve Month turns equals a Game year. The time frame used in

    the Campaign system requires that a year be divided into ten monthly turns. Between the end ofthe last monthly turn of the previous year and the first monthly turn for the new year is an Inter-Year Phase. For monthly player order of activities, the players can use either a traditional UGO-IGO method or a Diplomacy style simultaneous written Order Movement.

    In the traditional UGO-IGO Order of Player Activity, the players will determine each

    players Initiative rating. The player with the lowest rating will move first. For ties in Initiativeplayers will roll comparative dice with the player with the lowest number moving in the FIRST

    month before the player with the higher roll off number. The player with the highest rating canselect at the beginning of each turn when they will move for that turn. He must make hisannouncement as to when he will move PRIOR to the first players move for that mon thly turn.

    Yes, this does mean that the player with the highest initiative may actually be the last player toconduct movement in one month and the first player to move in the following month. Combat

    forced by the active players moves and any resulting post- combat retreats are resolved beforethe next player in the order of play moves.

    In the Written Order Simultaneous Order method, the players will write down thedestination for each army prior to any move being conducted in that monthly turn. Then all

    players will move their armies to the areas marked for that months turn. Combat forced by the

    movement of players are resolved in the sequence of left to right as you look at the strategic

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    board. If a location is unclear, the first determinant is for the area located to north being resolvedfirst. The second determinant is for a die roll off to be conducted by the areas owner with the

    lowest die roll going first.

    Inter-Year Activities

    During the Inter-year Phase the players will allocate replacements and determine the initiative

    rating for the next year. It is only during the Inter-year Phase that such activities are allowed.During the Inter-Year Phase, each player will receive one replacement element of any type foreach area that they control at this time. The players will allocate the replacements according tothe guidelines. These actions can be done by all players at the same time. During the Inter-YearPhase, the sequence of player activities will be determined for the entire next year (ten turns). Ifthe UGO-IGO system has been selected, player Initiative for the year will be determined using

    the method mentioned in the previous paragraph. Each player will receive one initiative point foreach area that they control. The lowest rated player will move first and in order until the next to

    the highest player. The bonus for having the highest Initiative rating is the fact that the highestrated player can determine when he will move. In the Written Order Simultaneous Order method,

    the players will write down the destination for each army prior to any move being conducted ineach monthly turn.

    Area Strategic MovementAn army can move only from one adjacent area to another area which shares a common border

    with the area where it is now located. It does not matter it the border constitutes land, water orboth. Army Groups and Expeditions can move only ONE area per turn. Armies can move up toTWO areas per turn. However the Army is restricted in its movement by having to stop in any

    area which started the turn as enemy controlled. This is regardless of whether an enemy garrisonforce was or is currently occupying that area.

    Initial Combatant OBs and ToEs

    The Campaigns Coordinator can change the initial allocations and determine which

    classification of ToEs to better suit the needs and players of his particular organization. The

    number of Armies, Expeditions and Army Groups allowed for each player when the Campaignbegins is based on the number of areas controlled by each player. Each player will receive ONEArmy Group which represents to Elite units of that faction. Each player will receive TWOExpeditions which can be viewed as the Strike Forces of the faction. Each player will receive

    ONE Army PER area that they begin the campaign under their control. These do not representgarrisons but the forces raised at the mobilization sites in that area.

    The table of organization used by the campaign controller can be either Rigid or Fluid.The Rigid version requires a little more paperwork. Players will determine the composition ofeach Army BASED upon the Army List for that faction. Each army will be given an

    identification code (Examples: such as the Eastern Expedition or the Burmese Army. I find theeasiest way to ID the armies is to give them the name of the area in which they were originally

    mobilized. ) The Army will retain the initial ToE throughout the entire campaign. This means

    that the Army location will have to be tracked in an Action Journal that records all of the actionsand movements for that Faction. The only time that the initial ToE can be changed is when theunit has been depleted and receives replacements at the beginning of each new YEAR.

    The Fluid ToE option allows for the player to begin each turn with every army not having

    to determine its ToE until it has to participate in a battle. This concept recognizes the ability of anArmy to conform its combat needs to the situation and actually has several weeks between battlesto do so. An Army that is less than full strength is able to select the elements desired, regardlessof the lost elements, to create its ToE for this turns battle. This may seem unrealistic but

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    envisions that an Army will be able to rally, reorganize, salvage and conduct other activitiesbetween battles to create units (elements) that its commanding General prefers.

    Uncontrolled Areas & Revolts

    At the beginning of the campaign during the Initial Deployment Phase, some areas will begin theCampaign not under the control of any player. The Campaign Controller will decide whether toleave these areas empty, not garrisoned, or garrison them with an independent Warlord Army. Ifan independent Warlord Army is used to garrison the area, the army can only defend and cannotmove since it is not controlled by a player.

    An area which did not start the campaign as part of a players Home Coalition, may revolt

    if the owning player fails to leave a garrison in that area. If such conquered areas are notgarrisoned during the Inter-year Phase, then that area may become in turmoil. The controlling

    player will roll a d6 and if the result is a ONE, then the area becomes in turmoil. Immediately asecond d6 is rolled and if another ONE is rolled then the area becomes in revolt and a Warlord

    Army is placed in the area. Optional rules for areas in turmoil but NOT in revolt, is that theControlling player may not move freely through the area in Turmoil. It must stop upon entering

    the area to pacify the inhabitants.

    Battles with Independent Warlord Armies

    If the Campaign Controller is NOT an active participant, then he will control and fight all

    Independent Warlord Armies They will use the Army ToE listed at the end of this section.If the Campaign Controller is also an Active Participant, then the controller of an independentWarlord Army will be determined once an area controlled by the Warlord Army is invaded. The

    Non-invading player who controls an area the nearest to the invaded area will have the mostinfluence in that area and will control the Warlord Army during the required battle. If the are two

    or more players equal distance from the area, then a roll off will take place between players withthe high roller controlling the independent Warlord Army.

    Tactical Operations, Defeated Armies and Retreat GuidelinesTactical combat is resolved as per the basic rules. A victor of the battle is also determined as per

    the basic rules. A defeated army can retreated to an adjacent area that it controls. This areacannot be an allied controlled and garrisoned. It can retreat into an allied controlled area that isnot garrisoned AS LONG AS it is willing to dissolve his alliance and declare war on his former

    ally. An enemy controlled area whether garrisoned or not cannot be retreated into. If a defeatedArmy cannot retreat, then it is destroyed and removed from play. Defeated Warlord Armies can

    never retreat and are automatically destroyed.

    Depleted Armies and Replacements

    Armies which were defeated and even Armies that were victorious will become less thanauthorized Full strength. This term used for this status is depleted. During the Inter-Year

    Administration Phase, each player will receive one replacement element of any type for each areathat they control at this time. These replacement elements are automatically transferred to the

    Depleted Armies based upon the desires of the owning player. An army cannot receive moreelements than it is short. (Example: An army cannot now have 14 elements in its command.) Norcan an Army be increased into an Expedition, nor an Expedition into an Army Group. ONLYafter all existing Armies have been brought up to full strength can a player determine if he has atleast 12 elements remaining in which to create a NEW army. This is the only time a NEW Army

    can be created. A new Army that has been created is placed in any area controlled by that faction.

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    Any remaining elements after a new army has been created are eliminated. (In theoretical terms,they are dispatched over the controlled areas as police garrisons.)

    Alliances

    Alliances with other players can be tricky diplomatically and may change movementstrategies especially when using the Simultaneous order of play with written orders. Participants

    should expect to be stabbed in the back and experience shifting alliances especially betweendifferent player species. It would be part of the natural order of things when coalitions are tryingto gain control of limited resources. So chill out if you are betrayed and view it as another typeof challenge to test your leadership skills.

    Guidelines for controlling alliances are difficult. The simplest method is NOT to allowalliances as in most cases these are rival species seeking domination over all different species. In

    most cases guidelines used will depend on whether the players are using the SimultaneousWritten Order or the UGO-IGO order of play system. In the UGO-IGO system there will never be

    forces from two allied players in the same area. Alliances under this system will involve mainlyrights of passage through allied areas. The tricky part is that at the end of the year, if a player has

    an army occupying an area that belongs to an ally, the area will change alliance to the occupyingpower during the Inter-Year Phase. An alliance is still restricted by supply to 36 elements in the

    force.Under the Simultaneous Written Order system, allied players can use the rights of passage

    and actually participate in an invasion together. Again an alliance is still restricted by supply to

    36 elements in the combined force. If an allied player moves into an area to support anotherarmys defense of that area, the controlling player of that area will still remain in control if the

    battle is won. If an allied player moves into an area that is not garrisoned to defend that area, the

    new controlling player for that area will be the allied player who sent troops to defend it. If theinvading alliance wins, the next turn the players who do not gain control of the area must leave.

    The invading player of an alliance is given control of the conquered area if his army kills more ofthe enemy elements than he lost. (An option is to give control to the player with the largest armyremaining in the area. However, this rewards cautious play during the tactical battle and we were

    wanting to reward not only aggressive play but also stronger leadership.)

    Rising Coalitions (New Players)

    Allowing players to begin after the start of a Campaign is totally up to the Controller. He may

    decide on other new player starting rules but I have included some to use as guidelines. Ifpossible the new player should start with the same size of forces as the original players used butthis is not required. The location of the new players Home Coalition should be the largestconcentration of uncontrolled areas in the same region. Warlord Armies can be replaced withCoalition areas from the new player.

    Another option for new players is to allow them to become a Successor for an original playerwho is no longer playing. Also a new player can be declared a Subordinate Commander in

    another players Coalition. A Subordinate player will be given an