crawler siege

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CRAWLAN,BUILDAN,KILLAN,DRILLAN,SCOOPAN BOARDAN,GUNNAN,DEPLOYAN,DESTROYAN FIrtyuiopasdfghjklzxcvbnmqwertyuiopasdfghj CRAWLER SIEGE SECOND EDITION Written by Anonymous at /tg/ Compiled by OP

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A wargaming manual for use of measuring battles between massive vehicles.

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Page 1: Crawler Siege

CRAWLAN,BUILDAN,KILLAN,DRILLAN,SCOOPANBOARDAN,GUNNAN,DEPLOYAN,DESTROYAN FIrtyuiopasdfghjklzxcvbnmqwertyuiopasdfghj

CRAWLER

SIEGE

SECOND

EDITION

Written by Anonymous at /tg/ Compiled by OP

Page 2: Crawler Siege

WELCOME to

CRAWLER SIEGE The Tabletop Game of Massive Tracked Warfare

Constructing an Army In Crawler Siege, the strength of an army is measured in Tons. Players should decide on a ton

limit before a battle. Each player is allowed to construct a force weighing up to the ton limit.

Good Ton Limits:

Small Skirmish: 500 - 2,000 tons

Medium Sized Encounter: 2,000 – 10,000 tons

Huge Battle: 10,000 – 30,000+ tons

Your army will be composed of Crawlers, Light vehicles, and Infantry. Crawlers are usually

built using the charts below, although premade Crawlers are supplied at the end of these

rules. Once Crawlers have been built, fill in any gaps in your ton limit with Light Vehicles and

infantry.

Keep track of your army on a sheet of paper. This is your Army List. Make sure you have

noted the systems and stats of each crawler. (See the “standard format” for Crawlers below)

Players should not share their army lists before a battle. This allows for fog of war regarding

the composition of your opponent’s army.

Crawlers

Each Crawler must have at least 4 tracks. These tracks support the mass of the Crawler, and

determine the Total Tonnage that each Crawler can weigh.

Crawlers can have either 4, 6 or 8 Tracks. They must all be the same type.

The weight of a Crawlers components (incl. tracks) cannot exceed its Total Tonnage.

TRACKS:

The following chart shows the weights of individual tracks, and their Total Tonnage capacity

Track Weight Total Tonnage

Light Track 1t 4t

Mk.II Light Track 5t 20t

Medium Track 15t 60t

Mk.II Medium Track 30t 120t

Mk.III Medium Track 60t 240t

Heavy Track 120t 480t

Mk.II Heavy Track 200t 800t

Super Heavy Track 400t 3200t

For Example: A Crawler with 6 Medium Tracks has a Total Tonnage of 360 tons. (6 X 60t)

Subtract the weight of the Tracks, (6 X 15= 96t), Shows this Crawler still has 264 tons free.

Crawlers are classified according to their tracks, either Light, Medium, Heavy or Super Heavy.

Page 3: Crawler Siege

POWER PLANTS:

Power plants supply the energy for a Crawlers engines, weapons, drills and hardware.

All power plants are Nuclear Fusion based, require no fuel, and are self-cooled.

Usually it’s prudent to have enough power to run all your systems, but some may prefer

undercutting it in order to conserve weight. Each turn you specify which systems are running.

We use a piece of paper, with the systems written on it. Each system has an ‘on’ and ‘off’ box.

Use a counter or dice in the correct box to show whether a system is on or off.

Power Plant Weight Output (in Mega Watts)

Small 2t 1MW

Mk.II Small 4t 2MW

Mk.III Small 6t 3MW

Medium 10t 5MW

Mk.II Medium 16t 6MW

Mk.III Medium 20t 10MW

Heavy 50t 30MW

Mk.II Heavy 100t 60MW

Mk.III Heavy 150t 80MW

Super Heavy 200t 120MW

Mk.II Super heavy 300t 200MW

Colossal 450t 300MW

ENGINES:

Engines are the part that actually moves the Crawler. They have their own weight, and use up

power to run. Each engine also has an Output in Horsepower.

Engine Weight Power Usage (in Mega Watts)

Output (in Horsepower)

Light 2t 0.5MW 1,000hp

Mk.II Light 4t 1MW 2,000hp

Mk.III Light 8t 2MW 4,000hp

Medium 16t 4MW 6,000hp

Mk.II Medium 20t 5MW 8,000hp

Mk.III Medium 40t 10MW 10,000hp

Mk.IV Medium 50t 12MW 15,000hp

Heavy 80t 20MW 30,000hp

Mk.II Heavy 100t 25MW 45,000hp

Mk.III Heavy 150t 30MW 80,000hp

Super Heavy 200t 50MW 100,000hp

Mk.II Super Heavy 300t 75MW 120,000hp

Mk.III Super Heavy 400t 100MW 160,000hp

Colossal 500t 125MW 180, 000hp

Mk. II Colossal 600t 150MW 200,000hp

A Single Engine can move an entire crawler (if it has the hp), but more than 1 can be

installed. Combinations of different sized engines and power plants are allowed.

Page 4: Crawler Siege

WORKING OUT A CRAWLERS SPEED:

The following equation lets you calculate your Crawlers speed:

Total Engine Output ÷ Total Tonnage ÷ 16 = Movement (In inches)

Round the result down to the nearest inch.

A result of less than 1 means the crawler cannot move.

You can rearrange this equation to work out how much horsepower you need to move at a

desired speed (In inches).

Desired Speed X 16 X Total Tonnage = Horsepower Needed

CRAWLER WEAPONS:

Weapon Weight Power Usage Damage Range

Plow 3t 0.25MW 1 1”*

Saw Blade 1t 0.5MW 1 1”*

Drill 5t 1MW 2 1”*

Slow Speed Scoop 8t 3MW 5 2”*

PIN Missile Launcher 4t (Including ammo) n/a 3 8”

Shuttle Missile 10t n/a 5 3”-12”

Cannon 3t (Including ammo) n/a 2 8”

Fusion Laser bank 5t 10MW 8 8”

Time Space Collapser 10t 100MW 10 6”

Larger versions of weapons can be installed; just multiply the Weight, and Power Usage with

the Size factor below. Damage and Range have separate multipliers. Weapons with a ‘*’ next

to their range are close combat weapons and do not apply Range Multipliers due to size.

Size Size Factor Damage Multiplier Range Multiplier

Large x2 X3 X2

Mk.II Large x4 X5 X3

Mk.III Large x10 X12 X4

Heavy x15 X18 X5

Mk. II Heavy x20 X25 X6

Colossal x30 X40 X7

Weapons are usually mounted in Turrets. Each Standard Sized Turret weighs 0.5 tons, and is

capable of carrying 3 tons of weapons. Turrets allow weapons to fire in any direction.

Larger weapons can only be mounted in turrets the same size or larger. Use the Size Factor

above to modify the larger turrets weight and carrying capacity.

For Example: a Large Turret would weigh 1 ton and hold 6 tons of weapons.

Weapons not mounted on turrets face one direction only and have a 45° arc of fire either side of this fixed mount. A hull-mounted weapons arc of fire should be stated on your Army List. PIN missiles carry enough ammunition for the whole game. Shuttle Missile are 1 shot each.

Page 5: Crawler Siege

HARDWARE:

ITEM Weight Power Usage Notes

Hangar Bay 5t 0.25MW Allows Crawler to carry 20t of Vehicles

Extra Armor - - Adds to your armor per ton (see below for details)

Barracks 5t 0.25MW Allows Crawler to carry up to 2 stands of Infantry.

Concussion Gangway 2t 2MW Forces its way into an enemy crawler at close range, allowing infantry to board.

Repair Bay 2t 0.25MW Allows Crawler to repair vehicles

Resource Processor 5t 5MW Converts resources

Harvesting Bay 2t 0.25MW Increases harvesting efficiency

Fire Control Centre 1t 0.5MW Controls the fire of up to 2 groups

Missile Guidance Centre 1t 0.5MW Guides a missile to its target.

Anti Missile Centre 3t 10MW Every 3t installed adds +1 to a Crawlers Anti Missile Value (up to a max. of 5)

Heavy Anti Missile Centre

8t 20MW Every 8t installed adds +1 to a Crawlers Anti Missile Value (up to a max. Of 10)

Drill Boarder Vehicle 4t 2MW Bursts through armor (1” range) Deploying infantry Inside enemy crawler

Heavy Crawlers MUST take the Heavy Anti Missile Centre option.

ARMOR: All crawlers start with an Armor Value of 0.

Crawler Max tonnage Tonnage of each +1 Armor Value

16 1

24 2

32 3

80 4

120 5

160 6

240 7

360 8

480 9

720 10

960 11

1440 12

1920 13

2880 14

3200 15

3840 16

4800 17

6400 19

12800 25

19200 35

25600 50

Page 6: Crawler Siege

Each Hangar can carry one type of Light Vehicle. Choose which type from the list below:

Any spare space left on a Crawler is dedicated to Resource Storage. Resources can have a

large effect on the game, so it’s usually a good idea to leave some space for this.

Resource storage doesn’t weigh anything. (But carrying resources does…)

Light Vehicles Light Vehicles are represented in Stands. Each Stand represents 20 tons of vehicles.

Each stand can only represent 1 type of vehicle.

Light Vehicles do not count as having armor.

Each statistic below represents a single 20-ton stand.

Vehicle Mass Points Move Weapons/Notes Damage Range

Buggies 10 12” Sticky Nukes 20 1”

Assault Vehicles 30 6” Cannon 20 8”

Legged Assault Vehicles (LAV)

30 10” Drill or Cannon 10/20 1”/8” Dr/Cn

Drillers 40 6” Large Drill 20 2”

Helicopters 10 30” Saw Blade 10 1”

VTOL aircraft 20 20” 2 PIN Missile Launchers

30 8”

Air Defense Vehicles (ADV)

30 6” Anti Missile: 1

20 vs. Aircraft

8”

LIGHT VEHICLE WEAPONS

Stick Nuke: A Buggy must come to within 1” of an enemy Crawler to attach these nukes. It

does not count as using a system, and the location of where the Nuke Stick t o the Crawler is

randomized. (See table below)

Once the nuke has been set, the next turn the buggies can speed away and detonate their

nukes from a safe distance. (6”) Detonating a Nuke counts as using a normal system,

Note crawlers that have nukes stuck to them, how many and where they are.

Light vehicles can also stick nukes to other light vehicles.

Ground vehicles cannot target Air Vehicles (Helicopters and VTOL aircraft for example)

The only exclusion to this rule is the Air Defense Vehicle, which can only target air vehicles

and incoming missiles.

Light Vehicles can move and fire any weapons mounted on them.

Alternatively Light Vehicles can move 50% faster, drawing power from other systems and

diverting it to the engines. While performing this ‘Boost’ procedure, Light Vehicles may not

fire or use any other systems. (Like Anti Missile/Drills/Detonating Nukes)

Light Vehicles and Infantry that return to their Hangar Bay or Barracks have their mass points

restored. This simulates rearming and a soldier rotation. A stand must spend 1 turn inside its

Hangar Bay or Barracks for this to take effect

Page 7: Crawler Siege

Infantry Infantry usually ride in the Crawlers themselves, as APCs and other smaller transports just

seem flimsy. Infantry are not usually deployed on their own, unless in special circumstances.

For each barracks in a Crawler, you may take 1 stand of Infantry. Infantry may leave the

crawler and act independently, but are vulnerable on their own.

Each infantry stand has 5 Mass Points. Infantry count as having Sticky Nukes, and Small Arms

for boarding and defending. Small arms can only damage other infantry.

Infantry can move up to 3” per turn. They may not exceed this limit.

Unit Mass Points Move Weapons/Notes Damage Range

Infantry 5 3” Sticky Nukes/Small Arms 20/5 1”

While embarked in a Crawler, Infantry have a variety of functions. Each stand of infantry can

do 1 task per turn, from the following list:

-Board Enemy Crawler -Detach Sticky Nukes from friendly Crawler

-Brace for Defense -Move 3”

-Dismount Crawler -Board Crawler

-Place Sticky Nuke -Repair Crawler

-Detonate Sticky Nuke

Infantry must be onboard a Crawler to place or remove Sticky Nukes

Defending a Crawler allows your infantry to open fire on other infantry with Small Arms

during your turn. (Inflicting 5 Damage)

Infantry within 1” of a Crawler can board it. This includes infantry inside Crawlers.

For Example: Two Crawlers are 1” apart. Crawler ‘X’ has 3 infantry stands inside. In crawler X’s turn,

the infantry may board the other Crawler. In Xs next turn, the Infantry may place sticky Nukes. In Xs

next turn after that, the Infantry then retreat back to Crawler X. as soon as Crawler X is more than 6”

away from the other Crawler, The Infantry my detonate the nukes in Crawler X’s Turn.

Concussion gangways allow Infantry to cross between 2 Crawlers up to 2”

Infantry follow the same rules regarding sticky nukes as Buggies; they must come to within 1”

to place the nuke, and then retreat to more the 6” to detonate it.

Playing the Game Terrain: If both players agree on a terrain type (Desert, Jungle, City, etc.) Set up a 6’ X 4’ table

with that type of terrain. Otherwise roll on the table below:

D6 Roll Result

1 Desert – Flat, some rocks

2 Plains/Farmland – Small buildings, trees

3 Light Jungle – Small forest areas

4 Shallow Swamps – Small swamp areas

5 City Suburbs – Some buildings, trees

6 Siege – One half of the table is city, other side open.

Randomize: (D6) 1-3 Long halves, 4-6 Short halves

Page 8: Crawler Siege

DEPLOYMENT:

Roll the deployment type from the table below:

D6 Roll Result

1 Pitched Battle - 18” in from each of the long table edges, towards

the centre of the table.

2 Bottleneck - Players deploy 22” in from each of the Short edges,

towards the centre.

3 Meeting Engagement – Players deploy in a 34” radius from opposite

corners.

4 Close Encounter – Short table halves. No unit can be deployed

within 12” of an enemy unit.

5 No Man’s Land – Long table halves. No unit can be deployed within

20” of an enemy unit.

6 Siege – One Player starts within City boundaries, Other deploys 18”

in from the opposite edge, towards the centre.

Players roll off. The winner can choose a deployment zone and deploy his forces first, or let

his enemy choose one and deploy first.

Once the first player has deployed, the second player deploys in the opposite zone.

The player who deploys first takes first turn, but the player who deployed second can

attempt to steal the first turn by rolling a 5+ on a single D6.

Once both players have deployed, roll for Objectives:

D6 Roll Result

1 Gain Ground – 3 Objectives, along the centerline. The player with the most units within

3” of an objective counts as holding it. The player with the most objectives held at the

end of the Game is the winner.

2 Power Struggle – The table is divided into 4 equal quarters along the centerlines.

Players must wipe out all enemies in a quarter to hold it.

The Player with the most Table quarters held at the end of the game wins.

3 Central Objective – One objective in the centre of the table. The player with the most

units within 6” of the objective at the end of the game is the winner.

4 Resources – The player controlling the most resources at the end of the game is the

winner. To control a resource you must have the most units touching the card.

5 Capture that Object! – An object starts in the centre of the table. At the end of each

turn it moves D6” in a random direction (Use a scatter dice)

A unit that moves into base contact with the object captures it, and may no longer

boost or exceed its maximum movement in any way. Once a unit holding the object

dies, the object continues to move at the end of each turn.

6 Destroy the Enemy! The player who destroys the most tons of enemies is the Winner.

Light Vehicles and Infantry count their Mass Points as their tonnage.

Page 9: Crawler Siege

RESOURCES:

After Deployment, Roll a D6. Multiply the result by 2. This is the number of face-down playing

cards to be placed in the area between the opposing armies. Start by placing them along the

centerline, about 10” apart. Then, once that line is full, place them along imaginary lines

between the centerline and the start of each player’s deployment zone. Make sure both

players have an equal amount of cards on their side, removing one from the centre if

necessary to make up for uneven numbers.

When a unit moves into contact with a card, that player can flip the card over, and apply the

result from the list below:

RESOURCE CARDS:

Card Material Harvesting Time Use/Processed Use

2 Sand 1 Sand can be dumped in swampy areas,

making them passable

-Processed into glass for laser repairs

3 Sand 1

4 Sand 1

5 Sand 1

6 Rock 2 Rock can be dumped on any area, making it

difficult terrain.

-Processed into Gravel, can fill swamps

7 Rock 2

8 Rock 2

9 Metal Ore 2 Metal ore must be processed into Metal,

and then can be used for repairs.

10 Metal Ore 2

J Metal Ore 2

Q Metal Ore 2

K Metal Ore 2

A Diamond 3 Can be used to repair Electronic Systems

Joker Sand 2 See Top of list.

Resources last the entire game. Keep the card in play in its exact location once flipped over.

Crawlers san harvest 50 Tons for every complete Harvest Time they spend stationary on a

Resource Card.

Not completing the harvest time only gives 20 Tons (10 Tons in the case of Diamond)

HARVESTING BAY:

Each Harvesting Bay allows a Crawler to subtract 1 from all harvesting times.

A harvesting time of 0 means a Crawler does not have to stop to harvest this resource.

Each Harvesting Bay must have full power for this to take effect.

RESOURCE PROCESSOR:

Each Resource Processor allows a Crawler to convert 50 Tons of resources, depending on their

description above. This action takes 1 turn, and the Resource Processor must have full power

for this turn. Processing resources can be done on the move with no penalty, and the

conversion rate is: 1 ton raw material = 1 ton processed material.

Multiple Harvesters: Any crawler in base contact with a Resource Card can harvest from it.

Resources can always be gathered, even during combat/boarding/etc.

Page 10: Crawler Siege

TURN SEQUENCE:

1: ROUTE POWER

2: MOVEMENT/HARVESTING

3: WEAPONS/BOARDING

4: REPAIRS

1: ROUTE POWER:

Power can be routed to any systems a player sees fit. Routing power does not require any

time or affect game play in any way, but simply diverts the power created by the power plant

to the various systems on the Crawler. Unpowered systems do not function, and certain

systems (like Engines and Energy Weapons) can be overcharged by supplying double power.

For each crawler, draw up a chart showing the systems it has, and whether they are on or off.

Use tokens to indicate each systems current status, like in the picture below;

We call this sheet the “Systems Display”

Overcharging a power plant:

A player may declare he is overcharging a power plant. The power plant will produce double

the normal output, but you must roll 2D6 immediately; if double 1’s are rolled, the power

plant fails, and produces no power this turn. If double 5s or 6’s are rolled, the power plant

Overheats, and causes critical damage on itself: roll on the Critical Systems Damage table.

In an Overheat, the Power Plant still produces double its normal output.

Page 11: Crawler Siege

2: MOVEMENT

All units can move their movement, and boost if desired.

Difficult Terrain:

Roll a dice for each Crawler moving through:

(D6) 1-2 Immobilized, 3-4 Move half, 5-6 No effect

Medium Crawlers subtract 1 from their result

Heavy Crawlers subtract 2 from their result

Light Vehicles and Infantry are unaffected.

Turbo charging an engine:

If a crawler supplies double the power usage needed to an engine, that engine counts as

“Turbo Charged” for the turn. It can produce 50% more horsepower for this turn, but you

must roll 2D6 immediately; if double 1’s are rolled, the Turbo Charge doesn’t work. The

engine still uses up double power, but the output (in hp) is the same. If double 5’s or 6’s are

rolled, the engine overheats and causes a Critical Hit to itself. The Crawler moves its normal

movement, but then must roll on the Engine Critical Damage table.

To indicate Overcharging on the Systems Display, place the token just above the ‘ON’ box.

Alternatively you can place an additional red token or dice above the ‘ON’ box.

2: WEAPONS/BOARDING

Weapons always hit, but must have their Fire Control Centre online to do so. Without a Fire

Control Centre, a weapon has no chance of hitting, and is considered ineffective.

Similar weapons can be grouped together, to make firing simpler on large Crawlers.

Each Fire Control Centre can fire up to 2 Groups of weapons per turn.

Groups can be as large or as small as you like, but can only contain 1 kind of weapon.

All weapons can be made into Groups, including Shuttle Missiles, and Time Space Collapsers

For Example: Billy has 10 Cannons and 30 PIN Missile Launchers.

To save on fire control, he just installs a single Fire Control Centre in his Crawler. Billy groups his

weapons into two groups; One of 10 Cannons, and one of 20 PIN Missiles.

Billy combines the damage of all of the weapons in each group and writes down the two totals. Seeing

as they are just normal sized weapons, it shouldn’t be too high…

2 damage X 10 Cannons = 20 damage. 3 damage X 30 PIN Missile Launchers = 120 damage

So the PIN Missiles might just make a hole in something… But don’t forget, if the Fire Control Centre is

destroyed, Billy can’t fire any of his weapons at all. It’s often a good Idea to take more than 1.

When a hit is scored on an enemy target; subtract the weapons damage from the targets

Mass Points. Light Vehicles and Infantry that have their Mass Points reduced to zero are

destroyed and removed from play.

Crawlers count their Total Tonnage as their Mass Points.

Once a crawler has lost 50% of its Mass Points, It must immediately roll a Critical Hit, and

Page 12: Crawler Siege

another for each further hit.

Once a Crawler reaches 25% of its Mass Points, it must immediately roll 2 Critical Hits, and 2

more for each further hit. This does not stack with the Critical Hits from being under 50%.

Count your weapons damage when rolling on the damage tables.

When a Crawler reaches 0 Mass Points, all further damage is counted as Critical Damage.

For every group of weapons that hits a Crawler with 0 Mass Points, roll on the Critical Hit

tables. Note that damage reduced by Armor doesn’t count toward Critical Damage.

Close combat weapons Inflict Critical Damage immediately, unless absorbed by armor.

Armor:

Your Armor Value shows how much damage is reduced from incoming attacks each turn.

Once this value is exceeded, you take damage on your Mass Points.

Crawlers count their Total Tonnage as their Mass Points.

This Value can be reduced only by Critical Hardware Damage.

Armor is also reduced from Close combat weapons. Any damage that is not absorbed by

armor still inflicts a Critical Hit.

Cover:

Cover (trees, forests) Reduces damage inflicted on units inside or behind it.

Light cover reduces 2 points of damage per turn.

Heavy cover reduces 4 points of damage per turn.

Cover is most effective for Light Vehicles and Infantry. Large Crawlers will get little benefit.

Boarding is covered in more detail in the “Infantry” rules above

Damage:

If a crawler takes a Critical Damage, or a Critical Hit, roll on the location table below:

CRITICAL HIT! Location:

D6 ROLL RESULT

1 Tracks

2 Engine

3 Weapons

4 Hardware

5 Power Plant

6 Control

Then roll on the corresponding table below:

If the result is something that has already exploded, the Crawler suffers Catastrophic Failure,

and is destroyed.

Page 13: Crawler Siege

CRITICAL DAMAGE TABLES

If the amount of Critical Damage inflicted is above 50, add +1 to the roll.

If the amount of Critical Damage inflicted is above 100, add +2 to the roll.

Note: Damage reduced by Armor doesn’t count toward Critical Damage

Tracks: Engine:

D6 ROLL RESULT D6 RESULT

1 Re roll on this table next turn 1 Loose 1000 Horsepower

2 Re roll on this table next turn 2 Loose 2000 Horsepower

3 Move half - 2nd time immob. 3 Loose 3000 Horsepower

4 Move half - 2nd time immob. 4 Loose 4000 Horsepower

5 Immobilized 5 Loose 5000 Horsepower

6 Immobilized 6 Fails – Engine destroyed

Weapons: Hardware:

D6 RESULT D6 RESULT

1 D6 Close combat weapons

damaged

1 D6 hangars Destroyed – Light Vehicles

inside also destroyed

2 D6 Cannons damaged 2 D6 Barracks Destroyed – Infantry inside

are killed

3 D6 Cannons destroyed 3 D6 Resource Processors destroyed

4 D6 PIN missiles explode 4 D6 Harvesting Bays destroyed

5 D6 Energy weapons destroyed 5 D6 Repair Bays destroyed

6 D6 Shuttle missiles destroyed -

Roll another Critical hit!

6 Armor Damaged! Allocate all critical

damage to reducing Armor Value

Power Plant: Control:

D6 RESULT D6 RESULT

1 Lose Weapons size factor worth

of MW

1 D6 Fire Control Centres destroyed

2 Lose 2 X size factor MW 2 D6 Fire Control Centres destroyed

3 Lose 3 X size factor MW 3 2D6 Fire Control Centres destroyed

4 Lose 4 X Size factor MW 4 D6 Missile Guidance Centres

destroyed

5 Power plant destroyed 5 D6 Anti Missile Centres destroyed

6 Power plant explodes! Roll

another Critical hit!

6 D6 Anti Missile Centres destroyed

Note that hardware that has exploded cannot be repaired.

Page 14: Crawler Siege

Damaged Weapons:

Damaged weapons effectively have their Statistics halved, excluding weight. This means half

damage, half range, half power usage etc.

Destroyed Barracks or Hangar Bays stop

Missiles/Guidance:

PIN Missiles are unguided rockets, they only require Fire Control Centres to score a hit on an

enemy target. PIN Missiles cannot be intercepted by Anti Missile Centres.

Shuttle Missiles must be fired using Fire Control Centres like all other weapons, but require

additional Missile Guidance to score a direct hit. Each Missile Guidance Centre can guide 1

Shuttle Missile per turn, and must receive full power to do this.

Shuttle missile that are fired without guidance scatter 2D6” from their target. If the Scatter

dice shows a “hit” the Missile doesn’t scatter. If the new position that the missile will hit is

over a unit, the Shuttles attack is resolved against that unit, be it friend or foe.

Anti Missile:

When a Missile is fired at a target, and that target has Anti Missile systems functioning

(Receiving full power in their last turn), you must roll a D6. If the result is above the amount

of Anti Missile Centres functioning, a Hit is scored.

If the Number rolled is equal to or less than the Anti Missile Value, the missile is intercepted.

Note that if a target has more than 6 Anti Missile Centres functioning at once, it becomes

impervious to Shuttle Missiles

Units can cover each other with their Anti Missile Centres, and this coverage can be

combined. Anti Missile Centres are effective on units up to 8” away.

Each Anti Missile Centre can only cover 1 unit. Air Defense Vehicles count as having 1 Anti

Missile Centre for this purpose.

Page 15: Crawler Siege

3: REPAIRS:

Crawlers with repair bays can repair themselves and other crawlers, as long as they have the

correct resources for the job. Damaged systems need half their weight in resources to be

repaired. Destroyed systems need their full weight in resources to be completely fixed.

Once a destroyed system has received half its weight in resources, it comes Back Online,

albeit still badly damaged. The table below shows how this all works;

This table is for Light Crawlers.

Medium Crawlers roll 2 X the amount of D6 for Back Online values

Heavy Crawlers roll 3 X the amount of D6 for Back Online values

System Resources Needed Back Online value

Tracks Metal Half Move

Cannons, Close Combat

Weapons

Metal

Counts as damaged

Armor Metal D6 Armor Value

Engines 80% Metal, 20% Glass D6 X 1000 HP

Power Plants 80% Metal, 20% Glass D6 MW

Energy weapons 50% Metal, 20% Glass, 30%

Diamond

Counts as damaged

Barracks, Hangar Bays 80% Metal, 20% Glass Infantry and Light Vehicle stands can

now restore up to HALF (round up)

their Mass Points

Resource Processors,

Harvesting Bays, Repair Bays

80% Metal, 20% Glass D6 Resource processors back Online

Fire Control, Missile

Guidance and Anti Missile

Centres

50% Glass, 50% Diamond D6 Fire control, Missile guidance, or

Anti missile Centres back Online

Missiles cannot be repaired, as they explode instead. Not enough of an explosion to damage

the Crawler, but enough that they are un-repairable.

Note that you must choose 1 system, prepare the resources needed, and then apply the Back

Online Value to ONLY that system.

For Example: Spot wants to fix his Fire Control Centres. He has two of the, and they weigh 1 ton each.

Since the materials needed to fix Fire Control Centres are 50% Glass/50% Diamond, Spot is going to

need at least 1 ton of Diamond, and 1 ton of Glass to repair them.

Note that repairing a system on a Crawler takes 1 turn, and does not impede the Crawlers

movement or shooting or any other systems in that turn. At least 1 Repair Bay must be

functioning and provided full power in order to Repair.