Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 7 June 1994 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by me imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. ================================================================================ This is a system for Large Scale Combat based on that given in the first edition TimeLords by Greg Porter. LARGE SCALE COMBAT: Slightly Modified by I. Marc Carlson Occasionally, larger battles may take place. Since these battles are often too large to run on the basis of individual combat, this system is presented as a means to handle large groups of people. The Basic Grouping for this system is the "Unit", which is any group of people, down to and including single individuals. Units on both sides should be based on the greatest common grouping size. The Basic Length of Time for this system is the "Battle Turn", which may be of any length of time, from one second on up. The Length of time will be the same for both sides. When determining the Battle Turn, you should take into account the average movement rate of the units involved, as well as the scale of the battle. An average encumbered soldier is not going to be able to move significantly faster than about 4 meters per second or 240 meters/minute; 14,400 meters/hour; 14.4 kilometers per hour), at the most, and is more likely to be averaging no more than 1 meter per second for an extended period (60 meters/minute, 3600 meters/hour; 3.6 kilometers per hour). If your battle is at a kilometer scale, I suggest that you set your battle turn at 1 hour, more or less. Attack and Defense Strengths: Each side will have an Attack Strength (AS) and a Defense Strength (DS), which are figured as follows: Attack Strength is the Average DV that a unit can deliver per second/phase. If more than one type of weapon is used, average these according to the numbers of individuals using them. This averaging ought to take into consideration such things as recharge and reloading times where appropriate. For instance, a weapon that fires once every three phases, should have its average DV divided by three to better represent its overall average DV. The average DV is multiplied by half the range, in meters, at which the weapon has a modifier of +0, with a maximum of 100 meters, plus 1. Weapons with a half-range of greater than 100 meters will, for the purposes of this calculation, be treated as though they only had 100 meter half-ranges. If the unit is utilizing melee weapons, range is assumed to be the weapon length. This number is multiplied by the number of individuals in that unit, times the average Speed of the individuals, after Armor and encumbrance modifications, times the average individual weapon skill and the leader's Military Science (MLSC) skill. This may be a VERY large number. Defense Strength is the average Armor value of the individuals in the unit plus one, times the number of individuals in that unit, times the average Speed of the individuals, after Armor and encumbrance modifications, times the average individual weapon skill and the leader's Military Science (MLSC) skill, all of which is multiplied by the terrain modifier. This is likely to be another large number. All four of these numbers will then be reduced in increments of 10, rounding where appropriate, until either the largest number is three digits long, or until the smallest number is ONE digit long. Examples: 1. Attack Strength: Side A consists of 100 Men using 1 meter long weapons, each with a DV of 10I, an average speed of 12 and an average skill of 11. They are led by a leader mith a Military Science (MLSC) skill of 15. This unit will have an initial Attack Strength of ((((((5.5, the Ave of DV 10) * .5) +1) * 100) *12) * ((11+15)/2)) = 58,500. 2. Defense Strength: The same 100 men have an Average AV of 8, (and as will be recalled) an average speed of 12, a weapon skill of 11, and a leader whith a MLSC of 15. They are defending across Open Ground. This unit will have an initial Defensive Strength of (((((8+1) *100) *12) *1) *((11+15)/2)) = 140,400. 3. Side B consists of 50 men using Projectile weapons (RC 3/1, DV 14I) have an average speed of 11, and an average skill of 13. They are led by a leader with an MLSC of 12. The maximum range that an RC 3/1 weapons will have a modifier of +0 is 25 meters. Their initial Attack Strength is ((((((7.5) *12.5) +1) *50) *11) * ((12 +13)/2)) = 651,406. 4. This same Group has an average AV of 5. Their Defensive Strength is then (((((5+1)*50) *11) *1) * ((12+13/2)) = 41,250. 5. These are then reduced as follows: A. AS: 58,500 Which becomes 6 DS: 140,400 " " 14 B. AS: 651,406 " " 65 DS: 41,250 " " 4 UNIT INFORMATION: AS (Attack Strength) = _____ (Average DV/Phase) _____ *((.5*Range\Length)+1) _____ *(# of individuals in the Unit) _____ *(Ave Speed) _____ *((Weapon Skill + MLSC)/2) _____ DS (Defense Strength) = _____ (Ave Armor Value +1) _____ *(# of individuals in Unit) _____ *(Ave. Speed) _____ *(Cumulative Terrain Modifiers) _____ *((Weapon Skill + MLSC)/2) _____ Ave Move per Sec. ----- Terrain Modifier Chart for Ground Forces. Effect on Effect on Movement Defense Fighting down Gentle Slope, In light forest .05 1.5 Fighting down Steep Slope .03 2.0 Fighting up Gentle Slope .03 .8 Fighting up Steep Slope .05 1.3 Fortified, In prepared position .000 3.00 In heavy forest .1 2.0 Open Ground .2 1.0 Rough, Brush, Vineyard, Orchard .1 1.3 Town Same as other terrain. 1.0 Road 1.0 1.0 Swamp .05 2.0 Field (Boulders/Agriculture) .1 1.5 Ford .01 1.3 It is possible for some units to be able to counteract or negate their opponent's defensive modifiers for terrain. For example, an aerial attacker will not, as a rule, be effected by a ground based defender's position on a slope, or at a ford. On the other hand, an aeriel attacker may well be effected by a ground based defender's place in a heavy forest. These should, by no means, be considered the _only_ modifiers available for defence, but should rather reflect some of the more probable. Combat Resolution 1. Determine Action: Each side determines what they intend on doing during the upcoming combat round 2. Determine Initiative: -- Combat: The side using weapons with the longer range has the initiative. Same range (or within 10%) indicates simultaneous combat. -- Maneuver: The side with the higher average movement rate has the initiative. -- Combinations: If one side is moving, and the other is attacking, then the movement rate is considered as though it were range (in meters, regardless of units of measurement used). Whichever side has the highest "range" has initiative. Example: Returning to the above example, Side A is using hand weapons while Side B is using Projectiles with a range of 3/1, or 25 meters, as seen earlier. If side A were to be standing still, then the initiative would imeadiately go to side B, since side B has the greater range. However since side A is moving toward side B, their movement (9 meters per second) is taken as a range (9 meters). Side B still has the Initiative, though due to its longer range. 3. Side #1 -- Attack or Maneuver To perform an action, such as beginning an attack, responding to an attack, fleeing a battle, or responding to such flight, a unit's player must roll their unit leader's Military Science Skill or lower. If combat has been successfully engaged, and is simply being maintained, no such skill roll is required. If the skill roll is successful, the action in successful. If the skill roll is failed, then the attack fails for that Turn, and the amount that the roll was failed by is added to the Combat Impairment. Moreover, such failure forces the player who failed to make a new roll at the beginning of each turn, regardless of action, until they are able to Rally (qv). If an attack is successful, the AS is rolled as though it were a DV, with the maximum "DV" being the total AS. The defender's DS is then used as armor to block an equivalent amount of AS. The amount of AS "Damage" that gets past the defender's DS, is divided by the defenders AS to determine this percentage of "losses" from the defender. Rounded to and expressed as increments of 5%, these losses become the Unit Impairment (A 25% loss is a -5, a 35% is a -7, etc.). Minimum losses are 5% unless the defender is at least twice the size of the attacker, in which case the minimum damage is 0% 4. Side #2 And so on... Example: The Player for Side B, having the initiative, makes a skill roll of 12, which indicates success. Their DS is rolled as a DV of 65 (6+9+7+7+8+1+2) on 6d10 and a d6, amounting to 40 points. Side A has a DS of 14, which blocks 14 of the 40 points, allowing 26 points to pass though. The 26 points are divided into Side A's AS, which unfortuntately is only 6, indicating that Side A receives an impairment of -86, and total destruction at the hands of their opponents. On the Other Hand, had the player for Side B rolled 18 on the earlier skill roll, thereby failing it, then the Player for Side A would have attempted a similar roll. In this case, the number rolled is 6, and a clear success. Their AS of 6 is rolled as a d6 - and is a 5. Since Side B's DS is 4, then 4 points of the attacker's damage is blocked, allowing only 1 point through. This is then divided by Side B's current AS, or 65. This is damage of under 2 percent or the total, and therefore insufficient to impair Side B. However, since Side B failed its earlier MLSC roll by 6 points (they rolled an 18, and their MLSC skill is 12), Side B DOES receive an impairment of -6. Combined attacks: Allied Units in _physical_ contact with each other may combine their AS or DS at the beginning of any Turn. Re- figure any loss represented by unit impairment, for the larger unit. Morale Loss: The level of impairment is the base chance on a d20 that a particular unit will break and retreat. Retreating units may not participate in a battle until they Rally (qv). Retreating units are considered as having 1/10 of their normal DS while retreating. Some suggested Morale Modifiers which can be added to or subtracted from the total impairment, when figuring this roll are: Unit is under Cover -2 Attacked from Flank or rear +2 Fired at by mass weapons (Machine Guns, etc) +2 Charging in open order -1d4 Banner, Flag, etc, advancing in plain sight -3 Banner, Flag, etc, retreating in plain sight +3 Banner, Flag, etc, not seen, or else stationary +0 Frenzied/Berserk -2 Checked +1 Shaken +2 Unit is Demoralized +3 Superior Officers are present (and thereby in control) -1 Officer is Legendary Hero -1 - -3 No Officers Present (Regulars units only)/No one is in charge. +1 Own (regular) wounded being left to an Irregular enemy +2 Under Friendly Fire +2 Defending at night +2 Infantry being charged by Cavalry or under Aerial Attack +2 Rallying and Re-engagement: The chance of a unit's being able to rally back to the fight is the Unit's Skill (ave. of Skill and Leader's MLSC) modified by the Unit Impairment on the UMC. They can not attempt to rally until the end of the next Turn. Surrender: If a particular unit can not retreat or is attacked while retreating, they will try to surrender. If they are unable to surrender, such as under conditions of "no Quarter", the retreating units will receive a chance to Rally at the end of the Turn during which they were attacked. If successful, they will be considered as having double their AS for the Next Turn Only. Darkness or other visual impairment: 7. Night actions. Units that are effected by darkness or visibility penalties such as dense fog, smoke, etc. Will take an additional Unit Impairment, while the unit is in that situation, of -15 (or -75%). This penalty also applies to any and all command and control, morale, etc. rolls, as well as initiative. Furthermore, darkness and other visual impairments effect troops by lowering their Armor Value by 3/4, for the purposes of determining DS. Should the unit have a means of counteracting the darkness or visual impairment for everyone in that unit, then this penalty may be reduced. For instance, "Star Shells" and other flairs can brighten a battleground sufficiently to reduce the impairment to -10 (or -50%). At Tech levels 10-12, the use of Night Vision technology can reduce the penalty to -5 (or -25%). Surprise: A unit that is surprised has its AS and DS lowered by 1/(1d4) for the first Turn, and regardless of the range of its weapons, will automatically go second. Movement: Movement is related to the length of the Turn, Ave movement rate of the units in question (Modified by the Terrain Effects Chart), and the scale of the battle being represented. PC Participation: Player Characters, unlike the average NPC actually has some measure of control over their fate. In a battle, they may be at the forefront or lag behind, courageous or cowards. To determine what happens to a specific character during a battle, you must determine that character's Battle Quotient. The character's Battle Quotient is equal to the character's average Armor Value, divided by the average DV/phase being dealt out by the "enemy". To this add 1, then multiply by five. Divide this total by the character's Battle Participation (unless Battle Participation is 6, in which case the character is automatically killed). Round the solution up. PC or Officer Battle Participation: (Choose most appropriate) 1 Cowardly, actively seeks to avoid combat 2 Hanging Back, seeking areas of little risk 3 Average, fights about the same as others 4 Brave, looking for trouble 5 Suicidal, actively finding trouble 6 Voluntarily Sacrifices themself Add to the Battle Quotient modifiers from the following table: Character's side has higher AS +1 Character's side has Lower AS -1 Character's side has higher DS +1 Character's side has Lower DS -1 Character's side has Double opponent's AS +2 Character's side has Half opponent's AS -2 (Character's Weapon Skill - 10)/3(round nearest) +3 to -3 The modified Battle Quotient number may not exceed 20 and may not be less than 1. If it does, adjust accordingly. This final number is the vertical column on the following table. Roll a d20 at the end of each turn for each character to determine status. Battle Quotient may need to be re-figured after each turn. Combat Results Table 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 D D D C C C C S S S S S L L L L L L N N 2 D D C C C C S S S S S L L L L L L N N N 3 D D C C C S S S S S L L L L L L N N N N 4 D D C C S S S S S L L L L L L N N N N N 5 D D C C S S S S L L L L L L N N N N N N 6 D D C C S S S S L L L L L N N N N N N N 7 D C C S S S S L L L L L N N N N N N N N 8 D C C S S S L L L L N N N N N N N N N N 9 D C C S S S L L L L N N N N N N N N N N 10 D C C S S S L L L L N N N N N N N N N N 11 C C S S L L L L N N N N N N N N N N N N 12 C C S S L L L L N N N N N N N N N N N N 13 C S S L L L L N N N N N N N N N N N N N 14 C S S L L L L N N N N N N N N N N N N N 15 S S L L L L N N N N N N N N N N N N N N 16 S S L L L L N N N N N N N N N N N N N N 17 S L L L L N N N N N N N N N N N N N N N 18 S L L L L N N N N N N N N N N N N N N N 19 S L L L N N N N N N N N N N N N N N N N 20 S L N N N N N N N N N N N N N N N N N N D - Death: There is a 1 in 20 chance that the character still lives, but is counted as dead, MIA, etc. The character, if alive, will have no equipment, and will be critically injured. C - Critically Injured: The character takes a Damage level of 3d6 to a random location. There is no modification to this damage due to location or armor or BP. The character also takes a Damage level of 1d3 to 1d3 other locations. Any vehicle used is ruined, though reparable. S - Seriously Injured: The character takes a Damage level of 2d6 to a random location. There is no modification to this damage due to location or armor or BP. The character also takes a Damage level of 1d3 to another location. Any vehicle used is damaged, and has taken 1d6*5% of its BP. L - Light Injury: The character takes a Damage level of 1d3 to a random location. There is no modification to this damage due to location or armor or BP. N - No Injury.