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Thursday, September 2, 2010

Old URUTSK Minis Combat Rules (Primitive to Modern)-

URUTSK COMBAT
EDIT: 1998/09/08
(c) 1998, 2010 Kyrinn S. Eis

* Scale: Open (1/2 of an Average Figure' Height = 01 Yard)
* Time: 01 Round = Approximately 06 Seconds

Range
Increment Penalty

Point-blank: 0
Short: 1
Medium: 2
Long: 3
Extreme: 4

Pass Ammo. check: '6', including appropriate Weapon Ability score.


RANGED COMBAT-

Roll 1d6, and add 'Ranged' score.
--Range and Cover Penalties are then applied.

* A Modified Result of '1' or less is a Clean Miss

* Results of '2-5' indicate a 'hit' has been scored, applying the same total as Hit Points to the previously nominated targets/figures.

* A Result of '6' or more allows the die to be re-rolled, adding the new result to the total. This grand total is then distributed among the nominated target(s).

Other factors discussed later modify the low and high end results.


Misses-
(Roll 1d6):

1). Forced Ammo Check
2-5). Normal Miss
6). Strike another figure within 01 Yard to either side of the original target, regardless of range (nearer or further).


Group Ranged Combat-

* Dice for all involved per side are rolled
* Apply Range and Cover penalties to each die
* 1's are not added, and each removes a single high(est) scoring roll (preventing additive re-rolls for that die removed)
* A result of 6 on any (remaining) die is then added with its re-roll. This is performed only once per die.

* Total the modified rolls
* This is distributed to the pre-nominated targets, with those without cover (even in further ranks/rows) receiving the brunt of damage first, then those in partial cover, and lastly to those in full cover.


Autofire / Volley Modifiers (Single)-

* Modified results of '1' are treated normally
* A '2' may also indicate a 'miss' if the weapon condition is poor or the item is damage, defective, etc.
* A result of 5+ is an additive re-roll
* Continue as normal


Autofire / Volley Modifiers (Group)-

* 1's (and 2's if the gear is damaged or poorly maintained) are not added, and instead each subtracts a single high(est) scoring roll (preventing Additive Re-Rolls)
* 5+ is an ARR
* Continue as normal


Burst-Effect Weapons-

* 1's act as normal
* 4's, 5's, and 6's are ARRs

* Figures without cover, within the range of the effect, are automatically subject to 12 Hit-points, before rolled points are distributed to those with cover.
* The area affected by the burst is often devastated and poses its own hinderances, namely fires and broken terrain.
* Structures in the area are treated as figures without cover, and sustain 12 hit-points. Although this is often not enough to destroy the structure outright, it is usually enough to deteriorate the integrity of the structure, and can cause dangerous conditions (collapses, etc.)
* Figures with cover provided by damaged structures may have survived the initial blast, but may still persh from their refuge's collapse. In these cases, 2d6 are rolled:

* If the results are doubles (5, 5, or 3, 3, for instance), they are treated as ARRs
* Any other results are simply added, and hit-points distributed among the figures in the structure. This damage represents injuries suffered from falling debris or other special effects from such an event.


MELEE (CLOSE) COMBAT-

* Roll 1d6 per unit (based on combat scale), and add the Close score
* Ties result in an ARR for both parties, with the figure wit the higher Close score breaking a further tie.

Parries & Ripostes-

A number of Hit-Points of damage a melee or unarmed fighter generates, up to its Close score, can be used to interfere with incoming enemy hit-points. If this amount is equal to the incoming hit-points, then the strike is negated. If the total is greater, and a '6' was rolled, the enemy is disarmed. Any remaining points may still be used to inflict injury as normal.

Breaking-off in Melee-

On occasions where a figure wants to disengage from its opponent, the opponent is entitled to an unopposed roll (adding its Close score) to determine the effect of its strike.

Mass Melee-

When more than one figure engages an enemy in Melee combat, follow standard One-on-one Melee Procedure, as expanded by the following rules:

* Parry and Riposte points may be spread among one-half as many opponents (round up)

* Command Checks must be made each Minute of such combat


COMMAND CHECKS-

* Figures must be within 10 Yards of a Command-capable figure when a Command Check is required, or the figures are Out of Command (OoC).
* Figures which are OoC will attempt to join other friendly units, even if they are also OoC, rather than remain isolated.
* Groups of OoC troops are under the Referee's control.
* Groups of troops with a Command-capable commander are Detachments, and act as sub-units with all the same properties as the main unit in regard to Command Checks.


Mass Melee Charges-

* Roll 1d6 for each side.
* If the Charging Attackers are at 21-40 Yards when the charge begins, 6's are ARRs for their side. If at 20 Yards (or less), 5's and 6's are ARRs.
* The Charged Party receives ARRs based on preparedness, and longer ranges. If the Charging Attackers are at Medium Range (for the weapons employed) then 6's are ARRs. Long and Extreme Range permit 5's and 4's, respectively. Readied weapons lower the ARR threshold by one, but never lower than '4'.
* Overwhelming numbers of Charging attackers (3:1 or greater) additionally force 2's to be discarded by the Other/Receiving Party. Autofire/Volley are conducted normally. Command Checks are necessary versus Disruption.
* The Grand Total for each party is applied to their opponents.
* If both parties Charge, treat each side as the Charging Party.
* Once the two forces engage, Standard Melee takes place.
* As with any instance of Mass Melee, Command Checks are required each Minute of Battle.


Disruption-
(Roll 1d6)

1). Staggered: Lose Next 02 Rounds
2-5). Stunned: Lose Next Round
6). Unaffected: May act as normal


HIT-POINTS-

Regardless of the source, any hit-points attached to a figure are compared to the figure's Fate score:

* If less than that score, the figure remains active, though at a Fate score reduced by the hit-points not negated by defences.
* If attached hit-points are equal to the figure's Fate, the figure is Injured.
* If the hit-points exceed the figure's Fate score, then the figure is Incapacitated.

Injuries-

* Injured figures may resume action on the second Round after suffering their Injury. the Fate score is reduced by 01. If faced with an enemy, the Injured figure may fight back, but 1's, 2's, and 3's are penalised as previously discussed.

Incapacitated-
(Roll 1d6):

1-2). Dead
3-5). Immobile: badly wounded and in serious pain. as a result, they are very likely to be noisy
6). Unconscious: 1d6 Minutes before regaining Consciousness, then treat as Injured

[END]

2 comments:

  1. Cimmerian: Thanks.
    --I'm glad you like it.

    Many a BLOCKMAN or Green Plastic Army Man representing the RCC forces in Lhoma were felled by Khark warriors using these rules.
    --In fact, only once out of a half-dozen or so games did the RCC firebase survive against the 2:1 hordes.

    ReplyDelete