[center][h3][b]Combat Rules[/b][/h3][/center] You can post from the perspective of any individual in your unit, regardless of position. It could be your battalion commander, a company commander or the driver in third squad, third platoon. As your subordinate units (Platoons) enter combat, you should roll dice (4d3-8) plus any Die Roll Modifiers (DRMs) that may apply. As your subordinate units come under fire, they should also roll a morale check to determine if the unit should desire to break and run from the enemy. Units with experience in combat will begin with a higher morale than less experienced units. Refrain from posting character sketches and/or unit sketches in the characters tab until Dutchbag (RP Moderator) or Gunther (Wargame Moderator) approves of the unit and/or character. Please use RPG’s Dice system for reporting rolls. You can link them into your In Character thread with an explanation of the outcome inside hiders. We are going to use the FATE dice system to determine the outcome of combat actions or any situation that might require a random result. Please keep in mind if you are fighting against other Player Characters/Player Units (PC), the dice will help to determine the outcome so that your victory or defeat is not completely dependent upon writing skill. Contests between two PCs are as follows. Both players roll 4d3-8 and add any applicable DRMs. Compare the difference between the two rolls. The difference will determine the result of the contest. As an example: [i]Attacker has a +1 DRM and Defender has no DRM. Attacker rolls a 0 and Defender rolls a 2. The difference between the two rolls is a +2 in favor of the defender or -2 to the Attacker. The Attacker should consult Table A Below to determine which word best explains the outcome of their attack. In this case, the Defender (2) has a result that is Fair. It is positive, they won the contest, but it is not decisive. The defender takes some losses, but retains the ground regardless. The Attacker (-2) has a result that is terrible. The attacker did not take his objective and took terrible losses forcing him to either go to ground or retreat.[/i] [b][u]Table A: Die Roll Outcome[/u][/b] [color=82ca9d]Legendary 8 (16) Epic 7 (15) Fantastic 6 (14) Superb 5 (13)[/color] Great 4 (12) Good 3 (11) Fair 2 (10) Average 1 (9) Mediocre 0 (8) Poor -1 (7) Terrible -2 (6) Horrendous -3 (5) Catastrophic -4 (4) [center][h3][u][b]Die Roll Modifiers (DRMs)[/b][/u][/h3][/center] [u][b]Table B: Individual Character Traits DRMs[/b][/u] [i][b]Leadership *[/b][/i] Strength Stamina Toughness Perception Concentration Intuition Situational Awareness Attention to Detail Constitution Charisma Influence Hand to Hand Combat / Martial Arts Rifle shooting Pistol shooting SMG / Carbine shooting Shotgun shooting RPG shooting Field craft Hunting Skinning Cooking [i][b]Small Unit Tactics *[/b][/i] (squad, platoon, company & battalion level tactics) Regiment/Brigade/Division Operations Indirect Fire (Call for Fire) [i][b]Navigation *[/b][/i] (Map/Compass) Vision Hearing Construction / Engineering Sociopath Paranoia Asthma Obesity Religious fervor (Christian / Judaism / Eastern Orthodox / Islam / Hindu) Terrain Analysis Battlefield Intelligence Analysis Armored Vehicle Recognition Aircraft Recognition Languages (other than native) Field sanitation Logistical Planning Medical Evacuations [u][b]Table C: Unit Characteristic Trait DRMs[/b][/u] Firepower Tactical Movement Noise Discipline Light Discipline Defensive Operations Offensive Operations Combat Patrolling (Ambushes & Raids) Reconnaissance Patrolling (Recon & Surveillance) Marksmanship / Sniping AT Weapons / ATGMs Indirect Fire Call for Fire Communications (SPOT) Air Defense Engineering Operations (Mobility / Countermobility / Survivability Operations) Vehicle Maintenance Weapons Maintenance Field Sanitation Land Navigation Night Fighting Logistical Planning Medical treatments Casualty Evacuations [i][b]Table D: MORALE **:[/b][/i] Depending on their status, Conscripts, trained, veteran or elite units, they have a DRM which will increase their Morale level. Units that perform in combat, may have their morale adjusted as they experience combat. This will be left up to the discretion of the GMs. Conscripts / Untrained volunteers 0 Trained units +1 Veteran Units +2 Elite units +3 [i][b]Demoralization **:[/b][/i] Units that fail a morale check, will want to run from a fight. * Leadership, Tactics and Navigation are traits that can affect the performance of the character's unit(s). If a leader has a leadership rating of +2 and conducts an operation in the presence of that unit, the unit receives that +2 bonus when it comes to performing certain tasks and when it comes to morale checks. The presence of Leaders is very important on a battlefield to maintain cohesiveness of combat units. [color=fff200][b]NOTE on Unit Leaders:[/b][/color] If a unit is fired upon and the unit sustains losses, roll a 1d10 to determine if the unit's leader either dies or sustains injuries. If you roll a 1, the leader is either WIA or KIA. If this happens, roll a 1d10 again. A roll of 1 - 3, is a KIA and a roll of 4 - 10 results in WIA. If a result is WIA, that leader must be evacuated from the battlefield and the unit needs to appoint a replacement leader. General it is a subordinate leader for at least a temporary promotion, if not longer. ** Morale / Demoralization. When a unit is fired upon, it must undergo a morale check. If it scores at least an Average (1) or above, it will pass. Rolling a mediocre (0) or below will result in that unit running away. More experienced units will benefit from a DRM just because they have been there and done that (BTDT). They will not run away. The presence of a leader with that unit, may prevent it from running by applying the leader's leadership DRM to the unit. The result of a combat roll will provide you with a word. That word could be Good, Average, Poor or any of the other ten options in Table A above. Whatever that word is, that word should describe how you write the outcome of your unit’s actions in combat. Soldiers get killed in action, they become prisoners of war and they run from a fight at inopportune times. Your post should respect the word your dice roll reflects. So if you roll a Poor, then you know things did not go well for your unit. [b][u]Character Sketch[/u][/b] Name: Rank/Position: Description: Personality: Biography: (at least since the character has been in the military. This could be bullet points if you desire.) Vision/Outlook: what does your commander think of his unit? What is his vision for the unit in the upcoming campaign? DRMs: (bullet points) [i]Each Character and Unit is authorized to allocate a net 15 points. You can use any of the words in Tables B & C above. If you don't see the word you are looking for, please substitute your idea as long as you can define what it covers. You can allocate all 15 points in positive traits with a series of +1 or +2 DRMs. There should only be one +3 or +4 DRM. It must be something the character or unit is very good at or has a lot of experience with. If you decide to assign negative DRMs to your unit or character these can benefit your unit or character with additional positive DRMs. If you allocate a total of -4 DRMs to one or more traits, then you can allocate a total of 19 positive DRMs. The Positive traits can offset the negatives.[/i] [b][u]Unit Sketch[/u][/b] You should have a unit sketch for each platoon in your unit. The Platoon will be the basic maneuver unit we will use to show tactical movement and coverage in the combat zone. Below is the skeleton with an example of one unit. Unit designation: (1st Platoon, No. 1 Company, 1st Bn, 34th MRB) Type of unit: (Mech Infantry/BTR-70) Unit Commander: (Lieutenant Hryhorij E. Korzh) Morale: Trained (+1) DRMs: Firepower +1 Tactical Movement +2 Noise Discipline +1 Light Discipline +1 Defensive Operations +1 Offensive Operations +1 Combat Patrolling +2 Reconnaissance Patrolling +2 Marksmanship / Sniping +1 Weapons Maintenance +1 Field Sanitation +1 Land Navigation +1 total: 15