P Scale Strategic Combat Rules
Table of Contents
What are 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
Independent Characters 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*2. Similarly, actions such as Maneuver shift an enemy 1dm. |
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) | |||
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Half Move | Full Move | Charge | Run |
AB/2 | AB | AB*1.5 | AB*2 |
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. |
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 | ||||
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Point Blank | Short Range | Long Range | Extreme Range | Maximum Range |
0-1dm away | Half of weapon's range or less | Exceeds weapon range | 1.5 times weapon range, or +5dm, whichever is shorter | +6dm of weapon range |
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 dm,+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. |
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 |
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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. |
Terrain List
Terrain | Marker | AP | DTV | Hit Penalty | Hit Bonus | Elevation | Stealth | Special |
---|---|---|---|---|---|---|---|---|
Bridge | ![]() |
- | - | - | - | Normal | - | Bridges traverse Shallows or Water. They can be destroyed and count as being TB4, AP10 with 20 Wounds. |
Forest | ![]() |
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 | ![]() |
- | 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 | ![]() |
- | - | - | - | Normal | - | Default terrain. |
Rough | ![]() |
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 | ![]() |
- | 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. |
Urban | ![]() |
3 AP | - | - | - | Normal | +0 | - |
Water | ![]() |
- | 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. |
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: Cover AP, DTV, Hit Penalty, Hit Bonus, Elevation, Stealth, Terrain, Cost, Special. |
No Terrain square may have more than one Feature. |
Cover AP |
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AP represents how much AP this piece of Cover has. Unlike terrain, Features with Cover AP decay as usual. 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 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 hit penalty are over Terrain/Weather with a hit penalty, then stealth tests affected by all modifiers stack the penalties 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. |
Features List
Terrain | Marker | Cover AP | DTV | Hit Penalty | Hit Bonus | Stealth | Terrain | Cost | Special |
---|---|---|---|---|---|---|---|---|---|
Bakelite Trap | - | - | - | - | - | Tech | 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. | |
Barrier Walls | 16 AP | - | - | - | - | Plains, Forests, Roughs, Tech | 2 FP | May lay down 3 squares of Barrier Walls. | |
Fire Trap | - | - | - | - | - | 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 | - | - | - | - | - | Plains, Forests, Tech, Water | 3 FP | Minefields are not hidden. Enemy units entering 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. | |
Temporary Bridge | - | - | - | - | - | 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. | |
Trench | - | - | -20 | - | - | Plains | 2 FP | May lay down 3 squares of Trenches. |
page revision: 1, last edited: 11 Oct 2015 05:49