E Scale Strategic Combat Rules

What are Strategic Combat Battles

Strategic Combat Maps are abstractions designed to represent combat over huge distances. Whereas a typical battle might take place in a single city, these battles might take place over several cities, including the rivers and mountains between and around them. Naturally, this requires some abstraction.

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

-- Back to Top --

Movement on the Strategic Combat Map

E-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 Boosted Jump 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.
In this system, multiple allied Independent Characters may occupy the same space. Hordes may not, however, occupy the same space as another Horde. However, Independent Characters are still treated as blocking movement to enemy ICs.
STRATEGIC COMBAT MAP MOVEMENT (E-SCALE)
Half Move Full Move Charge Run
AB/2 AB AB*1.5 AB*2

-- Back to Top --

Combat on the Strategic Combat Map

Melee Combat

Melee Combat takes place as usual- you may attack enemies with melee weapons so long as they are in range, which is considered to be, for most melee weapons, adjacent squares. Some weapons have longer ranges though.

-- Back to Top --

Ranged Combat

Ranged Combat takes place as usual, using the range in km listed on a weapon's range profile.
Ranged Combat bonuses have been defined below. Note that a weapon's max range is their base range, plus 6km.
Range Bonuses
Point Blank Short Range Long Range Extreme Range Maximum Range
0-1km away Half of weapon's range or less Exceeds weapon range 1.5 times weapon range, or +5km, whichever is shorter +6km of weapon range

-- Back to Top --

AoE Attacks

Blast attacks hit a single Square; they hit a number of targets on the Square equal to the Blast Size+1. Anyone who is in melee with someone directly hit by a Blast Attack is also affected.
Cone attacks hit a single Square; they hit a number of targets on the Square equal to the range of the weapon in km,+1. Anyone who is in melee with someone directly hit by a Cone Attack is also affected.
Line attacks hit multiple squares as normal, but only hit one target per Square.
AT Field AoE Attacks that don't use Blast or Cone have been modified to behave differently in Strategic Scale.

-- Back to Top --

Terrain

Natural Terrain

Strategic maps are often littered with varied terrain, such as thick forests, craggy mountains or thick running rivers. Terrain helps give a map character and often defines how battles on it evolve.
Terrain types have the following qualities: AP, DTV, Hit Penalty, Hit Bonus, Elevation, Stealth, Special.
AP
AP represents an AP bonus to any units on the terrain; the units' AP on all areas is treated as being this much higher. If terrain has a AP Value, then it counts as cover for the purposes of talents etc. However, this cover never decays. If this terrain offers no bonus, then it will be left blank and does not count as cover.
This AP is ignored by melee attacks and is counts as half value against AoE attacks.
Non-AoE ranged attacks against units in cover ignore cover if the hit result is treated as being against the head or arms. Although Hordes don't usually have to-hit locations, roll anyway if they're in cover for this purpose.
DTV
DTV stands for Difficult Terrain Value. This is recorded as a number. Independent Characters in DTV terrain take a -5 Difficult Terrain penalty to Agility, Parry and WS Attack tests per point of DTV.
Hordes, however, must expend a number of MP equal to the DTV to move onto that square. If they do not have enough MP, they may not move onto it.
Hit Penalty
Ranged attacks that travel through (or at a target on) this terrain, that do not benefit from Indirect, take the noted penalty.
Note that in many cases, height is a factor; to bypass complicated height measurements, we will work off the assumption that for every km of altitude you possess above zero, your ranged attacks against ground targets 'ignore' a single square of penalty-giving terrain.
The same applies in reverse for shooting at flying targets.
Hit Bonus
ALL attacks against units in these squares take the listed bonus to hit.
Elevation
Elevation is simple. It is measured as 'High', 'Middle' or 'Low'.
Units on terrain take a Higher Ground bonus to hit (+10) against enemies in lower elevation terrain. So units in High Elevation take a bonus to hit units in Middle or Low.
Units on terrain take a -10 penalty to hit against enemies in higher elevation terrain. So units in Low Elevation take a penalty to hit units in Middle or High.
Stealth
This says whether or nor a unit can use the Stealth skill to hide in this terrain and, if so, what bonus they receive to Stealth tests.
If the terrain cannot be hidden in, then this entry will be blank.
Special
This lists any special rules the terrain has.

-- Back to Top --

Terrain List

Terrain Marker AP DTV Hit Penalty Hit Bonus Elevation Stealth Special
Bridge Bridge.png?raw=1 - - - - Normal - Bridges traverse Shallows or Water. They can be destroyed and count as being TB4, AP10 with 20 Wounds.
Debris Debris.png?raw=1 2 AP 4 DTV -20 - Normal +10 Space only. Units that fail a Difficult Terrain test in Debris by 3 or more DoF instantly fall prone and take 1d5 damage to a random location, ignoring AP/TB.
Forest Forest.png?raw=1 2 AP 2 DTV -10 - Normal +0 Energy or Explosive attacks that land on a forest have a 20% chance of setting it ablaze. The fire will originate on the hit square and spread out at a rate of 1 square per turn. Burning forests create Smoke for 1d3 rounds.
Ice Ice.png?raw=1 - 6 DTV - - Low - Energy or Explosive attacks that land on Ice have a 50% chance of melting it, turning it into Shallows or Water. Units on the ice instantly plunge into the water; if this is a Horde then it takes 1d5 magdam per Squad and must roll Toughness or be Stunned for a round. Hoverer units ignore DTV.
Plain Plain.png?raw=1 - - - - Normal - Default terrain.
Rough Rough.png?raw=1 3 AP 4 DTV -20 - High +10 Units that fail a Difficult Terrain test in Roughs by 3 or more DoF instantly fall prone and take 1d5 damage to a random location, ignoring AP/TB.
Shallows Shallows.png?raw=1 - 4 DTV - +10 Normal +10 Energy or Explosive attacks that land on Shallows have a 20% chance of creating a cloud of smoke for one round. Hoverer units ignore DTV.
S2 Radiation S2.png?raw=1 - - -30 - Normal +20 Electronic methods of detection take a -20 penalty to detect things in S2 Radiation. Anyone occupying S2 Radiation without having an E-Scale AT Field takes 1d5 ego damage at the end of each round. Anyone moving at Full Move or faster through S2 Radiation must take a -20 Awareness Test; on a failure, they move 1d5km in a random direction, originating from their square of entry.
Space - - - - - Normal - Default terrain in space. Moving through space requires the Void trait; without this you instead drift helplessly. Units moving through Space never count as Flying.
Urban Urban.png?raw=1 3 AP - - - Normal +0 Independent Characters within Urban terrain take a +10 bonus to Parry and Dodge tests.
Water Water.png?raw=1 - 4 DTV - +20 Low +20 Energy or Explosive attacks that land on Water have a 20% chance of creating a cloud of smoke for one round. If water turns to ice, any unit on the square is immobilised until they make a Strength test as a Free Action or the ice melts. Units with the 'Aquatic' or 'Amphibious' traits suffer no penalties (DTV, Hit Bonus, Elevation) from being in water. Units in or next to a water square may put out any fires that they suffer from. Some sufficiently deep bodies may have 'negative altitude'. Units such as Evas or Superheavies will sink if they enter these squares unless they successfully pass an Athletics (or Pilot test for Superheavies) test, or are flying/hovering at the time. These units in deep water are treated as normal for underwater combat. Hoverer units ignore DTV.

-- Back to Top --

Weather

Strategic Maps are often beset by a variety of weather types, such as storms, fogs, hurricanes or snow.
Every Strategic Map has a 'prevailing wind direction'. That is, the wind most usually flows in this direction.
At the start of every round, roll a 1d10. On a 1-9, the wind direction goes in the prevailing wind direction. On a 10, it instead changes to go in a different direction; roll a scatter dice, with '1' being north, and the results then proceeding clockwise (3 being east, 5 being south, 7 being west). If the result is a 9-10 then the wind dies. Every round, weather moves with the wind direction.
Weather types have the following qualities: DTV, Hit Penalty, Hit Bonus, Wind Speed, Stealth, Special.
DTV
DTV for weather works just like it does for Terrain. However, it affects all units, including fliers and hoverers.
In situations where weather with DTV is over Terrain with DTV, then units affected by both select the highest penalty, increase it by one, and use that as the DTV for the location.
Hit Penalty
Ranged attacks that travel through (or at a target on) this terrain, that do not benefit from Indirect, take the noted penalty. Just like for natural terrain.
This penalty always applies, even to attacks from flying units.
In situations where weather with a hit penalty is over Terrain with a hit penalty, then attacks affected by both stack the two penalties together.
Hit Bonus
ALL attacks against units in these squares take the listed bonus to hit.
In situations where weather with a hit bonus is over Terrain with a hit bonus, then attacks affected by both stack the two bonuses together.
Wind Speed
Wind Speed represents how fast the weather moves per round.
Stealth
This says whether or nor a unit can use the Stealth skill to hide in this terrain and, if so, what bonus they receive to Stealth tests.
If the terrain cannot be hidden in, then this entry will be blank.
In situations where weather with a stealth bonus is over Terrain with a hit bonus, then stealth tests affected by both stack the two bonuses together.
Special
This lists any special rules the weather has.

-- Back to Top --

Weather List

Terrain Marker DTV Hit Penalty Hit Bonus Wind Speed Stealth Special
Blind Chaff - -20 - - +10 Created by Blind Grenades, and blocks advanced equipment sensors, such as the Sentinel quality.
Blizzard 2 DTV -20 +10 1d5km +0 Units with the 'Machine' trait double the DTV of Blizzard. Abilities that negate Low Light will also negate Blizzard's hit penalty. Anyone trying to perform Stealth tests against someone with such ability, where the Blizzard is their only stealthy cover, autofail. Water terrain under a Blizzard has a 25% chance per turn to turn into Ice; this Ice melts back into water 1d5 rounds after the Blizzard passes.
Rain 1 DTV -10 - 1d10km - Units in a Rain square take a +30 to tests to resist fires and may put out any fires that they suffer from. Abilities that negate Low Light will also negate Rain's hit penalty.
Sandstorm - 2 DTV -10 - 1d10km +10 Units with the 'Machine' trait double the DTV of Sandstorms. Abilities that negate Low Light will also negate Sandstorm's hit penalty. Anyone trying to perform Stealth tests against someone with such ability, where the Sandstorm is their only stealthy cover, autofail.
Smoke/Fog - -20 - 1d5km +10 Smoke/Fog's hit penalty can be negated with certain equipment. Anyone trying to perform Stealth tests against someone with such equipment, where the Smoke is their only stealthy cover, autofail.
Storm - 2 DTV -30 - 1d10km - Units in a Storm square take a +40 to tests to resist fires and may put out any fires that they suffer from. Abilities that negate Darkness will also negate Storm's hit penalty.

-- Back to Top --

Artificial Features

Strategic Maps often play host to artificial 'features', which are modifications to the landscape created by the militaries and forces at play. For example, temporary fortifications, supply ports or traps.
Features are placed down by one or both sides in an engagement and are chosen and placed before the battle begins.
Each side gets a pool of feature points, which usually equal the Supreme Commander's IB*2. However, this can be modified up or down depending on the Mission, and some Missions might remove a side's ability to lay Features at all, especially if they're taking up a very aggressive stance.
Features have the following qualities: AP, DTV, Hit Penalty, Hit Bonus, Elevation, Stealth, Terrain, Cost, Special.
No Terrain square may have more than one Feature.
AP
AP represents an AP bonus to any units on the Feature; the units' AP on all areas is treated as being this much higher. If terrain has a AP Value, then it counts as cover for the purposes of talents etc. However, this cover never decays. If this feature offers no bonus, then it will be left blank and does not count as cover.
If the terrain the Feature is placed on has its own AP value, then you take the highest value between them and increase it by +1.
This AP is ignored by melee attacks and is counts as half value against AoE attacks.
Non-AoE ranged attacks against units in cover ignore cover if the hit result is treated as being against the head or arms. Although Hordes don't usually have to-hit locations, roll anyway if they're in cover for this purpose.
DTV
DTV for Features work just like Terrain.
In situations where Features with DTV are over Terrain/Weather with DTV, then units affected by all mods select the highest penalty, increase it by one, and use that as the DTV for the location.
Feature Hit Penalty
Ranged attacks that hit targets on the Feature take the noted penalty.
In situations where Features with a stealth bonus are over Terrain/Weather with a hit bonus, then stealth tests affected by all modifiers stack the bonuses together.
Hit Bonus
ALL attacks against units in these squares take the listed bonus to hit.
Stealth
This says whether or nor a unit can use the Stealth skill to hide in this Feature and, if so, what bonus they receive to Stealth tests.
If the Feature cannot be hidden in, then this entry will be blank.
Terrain
This says on which terrain the Feature may be placed.
Cost
The Feature's cost in Feature Points.
Special
This lists any special rules the Feature has.

-- Back to Top --

Features List

Terrain Marker AP DTV Hit Penalty Hit Bonus Stealth Terrain Cost Special
Bakelite Trap Bakelite%20Trap.png?raw=1 - - - - - Urban 3 FP Enemy units may make an Awareness-20 test to detect the trap. As a Free or Reaction, the Supreme Commander may trigger the Bakelite Trap. Any units within must make a Dodge test (Hordes are automatically affected); on a failure they take a 3d10 reduction to WS and Agility until they pass a Free Action Strength Test on their turn. This permanently expends the trap.
Entrenchment Trench.png?raw=1 1 AP - -10 - - Plains, Forests, Roughs, Urban 1 FP -
Fire Trap Fire%20Trap.png?raw=1 - - - - - Forests 3 FP Enemy units may make an Awareness-20 test to detect the trap. As a Free or Reaction, the Supreme Commander may trigger the Fire Trap. The square and any forest squares adjacent to it all immediately catch flame. Units caught within the Trap must make an Agility-20 test or catch on fire. If the square hosting the Fire Trap catches on fire, then the Fire Trap is prematurely triggered. Fire Traps cannot be triggered if the square is raining or storming.
Minefield Minefield.png?raw=1 - - - - - Plains, Debris, Forests, S2 Radiation, Space, Urban, Water 3 FP Minefields are not hidden. Enemy units entering a square adjacent or on a Minefield must make an Acrobatics or Dodge test (Hordes are automatically affected); on a failure, they take 1d10+6X damage which counts as Tearing and Blast (4). Minefields may be triggered five times before they are expended.
N2 Mine N2%20Mine.png?raw=1 - - - - - Plains, Debris, Forests, S2 Radiation, Space, Urban, Water 6 FP Expends an N2 Strike talent use. Enemy units may make an Awareness-20 test to detect the trap. As a Free or Reaction, the Supreme Commander may trigger the N2 Mine. This creates an N2 Strike centered on the square which resolves as normal. Note that N2 Mines are covered under the N2 Restriction agreements of the Istanbul Summit.
Restraint Trap Restraint%20Trap.png?raw=1 - - - - - Urban 4 FP Enemy units may make an Awareness-20 test to detect the trap before they enter it. As a Free or Reaction, the Supreme Commander may trigger the Restraint Trap. Any units within must make a Dodge test (Hordes are automatically affected); on a failure they are Immobilised until they pass a Half Action Contortionist or Strength Test on their turn. This permanently expends the trap.
Rockslide Trap Rockslide%20Trap.png?raw=1 - - - - - Roughs 3 FP Enemy units may make an Awareness-20 test to detect the trap. As a Free or Reaction, the Supreme Commander may trigger the Rockslide Trap. Units caught within the Trap must make a Dodge test (Hordes are automatically affected) or take 2d10 I damage, ignoring AP. Units affected must then make a Toughness test or be stunned for a round and knocked prone.
Stronghold Stronghold.png?raw=1 2 AP - -20 - - Plains, Space 4 FP -
Supermines Supermines.png?raw=1 - - - - - Plains, Debris, Forests, S2 Radiation, Space, Urban, Water 4 FP Supermines are not hidden. Enemy units entering a Supermine square must make an Acrobatics or Dodge test (Hordes are automatically affected); on a failure, they take 2d10+4X damage P10 which counts as Tearing. Supermines may be triggered three times before they are expended. Small Hordes ignore Supermines.
Supply Port Supply%20Port.png?raw=1 - - - - - Plains, Forests, Urban 2 FP Supply Ports contain spare ammunition for Independent Character weapons, which may be retrived from it with a Ready Action. Furthermore, weapons or N2 Warheads may be stored within a Supply Port before and during battle, and retrieved from it with a Ready Action.
Temporary Bridge Temporary%20Bridge.png?raw=1 - - - - - Shallows, Water 3 FP Temporary Bridges can be destroyed and count as being TB2, AP4 with 10 Wounds. Units on the bridge instantly plunge into the water; if this is a Horde then it takes 1d5 magdam per Squad and must roll Toughness or be Stunned for a round.
Temporary Roads Temporary%20Road.Png?raw=1 - - - - - Forests, Roughs 3 FP Temporary Bridges reduce the DTV of a square by 2. They may be demolished by the Supreme Commander as a Free Action or Reaction.

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License