P Scale Strategic Combat Rules

What are P-Scale Strategic Combat Battles

P-Scale Strategic Combat Maps are abstractions designed to represent combat over much larger distances than most P-Scale maps. Whereas a typical battle might take place in single building or block, these battles might take place over several blocks or even a whole city. Naturally, this requires some abstraction.

On the P-Scale Strategic Combat Map, every square is considered to be a cubic decametre (1dm long, 1dm wide and 1dm high). Whether the actual space represents a true decametre by the map scale is irrelevant- regardless, the distances are considered to be huge.

Movement on the Strategic Combat Map

P-Scale Units move differently on the Strategic Combat Map. A Half Move only moves them AB/2, a Full moves them AB and a Charge AB*1.5. A Run (or A-Type Jump or Float) lets them move AB*2km. Similarly, actions such as Maneuver shift an enemy 1km.

If your unit has a special movement value trait such as Flyer or Hoverer, use that when appropriate, calculating your movement in the same way as above.

Half Move Full Move Charge Run
AB/2 AB AB*1.5 AB*2

In this system, multiple P-Scale units may occupy the same space. Hordes may not, however, occupy the same space as another Horde.

Combat on the Strategic Combat Map

Melee Combat

Melee Combat takes place as usual, but with one exception: melee range is treated as 0dm. That is to say, to attack someone in melee combat, you must be on the same square as them. Furthermore, you are not considered to be in melee combat with another target unless you've tried to attack with a melee attack or vice versa.

The only exception is when attacking Hordes- since Hordes take up an entire square, you may be adjacent to the Horde square to attack it instead.

Ranged Combat

Ranged Combat's major change is the change in weapon range. Because each Decametre is 10 metres, simply divide a weapon's range by 10, rounding up.

Example: The Long Mas Mk2 has a Range of 250m. 250m divided by 10 is 25- so the Long Mas has a Strategic Range of 25dm.

Regarding Range bonuses: Point Blank is considered to be 0-1dm range, so either same square or adjacent square. Short Range is considered to be half the weapon's range. Long Range is considered to be 1.5* the weapon's range. Extreme Range is considered to be 2* the weapon's range.

AoE Attacks

Because of the extreme sizes involved, AoE attacks operate differently. They no longer affect multiple squares. Instead, when hitting a square, you hit a number of targets equal to the Blast size (or, if using a cone attack, 1 hit per 10m of normal range). If your blast amount hits someone in melee combat, it affects their opponent(s) as well. AT Field AoE Attacks that don't use Blast or Cone (eg. Angel Cross) are treated as hitting targets equal to half the ATS amount required to use the power. (Not counting Augments.) Line attacks, however, do progress over multiple squares.

Difficult Terrain

Strategic maps are often littered with difficult terrain, such as forest lines, buildings or rivers.

On these maps, Difficult Terrain is noted as having a Difficult Terrain Value. This is recorded as a number (1, 2, 3). Individual P-Scale units such as characters take a -5 Difficult Terrain penalty to Agility, Parry and WS Attack tests per point of Difficult Terrain Value. Hordes, however, must expend a number of Movement Points equal to the Difficult Terrain Value to move onto that square. If they do not have enough Movement Points, they may not move onto that square.

Natural Cover

Certain parts of strategic map count as 'Natural Cover'. Natural Cover works like normal Cover, but is special in the following ways:

Natural Cover
Natural Cover doesn't deplete. No matter how much damage Natural Cover takes, its AP value remains constant.
Natural Cover counts as difficult terrain and has a Difficult Terrain Value.
Natural Cover AP is not ignored by AoE attacks. Instead, its AP counts as half against AoE attacks.
Natural Cover is valid terrain for use of the Stealth skill.

There are several types of Natural Cover. Below will be listed their AP, their Difficult Terrain Value, and other special effects.

Terrain Type AP Difficult Terrain Value Special
Forest 5 AP 2 Forests are notoriously flammable. Energy attacks that land in forests have a 20% chance of causing a fire. The fire will originate on the hit square and spread out at a rate of 1 square per turn.
Hilly 8 AP 3 Hilly terrain can be treacherous. Units failing a Difficult Terrain test when moving through a Hill take 1d5 damage which ignores AP/TB.
River/Water 0 AP 6 Units in or next to a water square may put out any fires that they suffer from. Units wearing Sealed armour can move through water without drowning. Hordes moving through water have to make successful Athletics tests. Furthermore, individual characters have to as well (they do not take the DTV penalty for this test. The DTV penalty is for dodging, attacking etc.)
Urban 6 AP - This cover has a 'perimeter', i.e the outside of a building. Units outside this perimeter making attacks against targets inside of it have to go through cover first, but the reverse is not true. However, units inside the perimeter attacking other units inside the perimeter also ignore cover.
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