Simple wargame rules

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Simple wargame rules

Postby Xah » Thu Jul 14, 2016 1:37 pm

This is my intial proposal for wargame rules, to be used for either proper conflict between nations, or simulation/training exercises. It's supposed to be simple, quick and will need altering for balance if required. I suggest we agree on a set of rules, then playtest a few games.

It's a tactical game, so I've made no accounting for strategic considerations such as the overall number of troops in an arena, ammunition levels, supply lines, large-scale battles, etc. I'm not opposed to such a thing, but for now, this is for small-scale, limited number skirmishes between roughly even-sized forces.

Basic considerations
Modern weapons and targetting means that, on the scale the battles take place, range is irrelevant. Difficulties in sighting and/or range can be taken into consideration using other indicators
Close combat is anachronistic - this is post-modern so even at very close range, people will still use guns. Specialist close-combat skills are not accounted for and there's no rules for it Seems to be popular, so I've included it.

The map
The game map is hexagonal spaced
Each space represents either 'open', 'concealment' or 'cover'
Open allows both line of sight (LOS) and movement
Concealment obscures LOS but can be moved through
Cover obscures LOS and cannot be moved through
It's only 2-dimensional; elevation or building levels are not considered
Each space can only hold one unit, no stacking, with the exception of transports (see below)
Aircraft may move through (over?) cover and do not obscure LOS
Vehicles obscure LOS for other vehicles and infantry but not aircraft
Infantry obscure LOS for other infantry but not vehicles or aircraft.
Units that exit the map edge are no longer in play and are removed

Basic characteristics
Type: Three types of unit; infantry, vehicle, aircraft.
Infantry covers all unarmoured, slow speed units, typically human, but not always.
Vehicle covers all armoured units that operate within 5 meters of the ground. Includes wheeled, tracked, hover or legged.
Aircraft covers all units that operate above ground level. Includes fixed-wing and helicopters.
Speed: Infantry move at speed 2, vehicles at 5, aircraft at 10. Infantry and vehicles may move less, aircraft must move all 10.
Health: Ranges from 1 to 20. Represents the resiliancy of the unit. Covers more troops, repair mechanisms, etc
Attack: Ranges from 1 to 10. Represents the ability of the unit to do damage. Covers weapon strength, unit skill, etc
Defence: Ranges from 1 to 10. Represents the ability of the unit to resist damage. Covers armour strength, camoflage, etc
Attack type: Three types of attack type; small arms, anti-tank, anti-air. A unit may only have one type for simplicity.
Small arms covers man-portable weapons without armour-piercing capabilities
Anti-tank covers any weapons larger than this whether or not it is specifically anti-tank. Includes artillery.
Anti-air covers any weapon with advanced targeting for fast moving targets, including fire-and-forget missiles or computer targeted lasers. Typically difficult to target ground units

Special rules: Hover, Transport, Artillery, Close-combat, Engineer. A unit may only have two special rules.
- Aircraft may take 'hover' allowing them to move slower than 10.
- Vehicles and aircraft with 'hover' may take 'transport' allowing them to stack and move with one infantry unit, if the transport is destroyed, so is the infantry. Transports cannot move in the turn the infantry move in to the transport's hex. If infantry wish move out of the transport's hex, they do so after the transport has moved.
- Artillery units may fire at targets with a LOS to any friendly unit. Artillery covers any indirect fire weapons such as large-bore guns, missile salvos and off-grid bombardments. Has a minimum range of 4 hexes. Artillery cannot have close combat
- Close combat units includes weapons such as power-weapons, flamethrowers and point defense systems. Close combat units add +1 to their attack and defence if their opponent is in an adjecent hex. Close combat cannot have artillery
- Engineer units includes medics. An engineer may, instead of shooting, heal an adjacent friendly unit by 1d6/2 (rounded up) health

Rules
Roll 1D6 to decide who goes first
Units are moved one at a time, alternating between players
A unit moves then attacks
Movement is a number of hexes based on the units move value
Infantry, vehicles and aircraft with hover can turn as many times as they wish. Other aircraft turn at the start of their move, then go in a straight line.
A unit may attack any unit it can draw a straight LOS to. If in doubt, roll 1d6. 1-3 no target, 4-6 can target
To attack, roll 1d6, add the unit's attack, deduct the target's defence, the difference is the number of hits
To determine the amount of damage, consult the table below and apply the modifer to the number of hits, rounding fractions up. Deduct this from the units health. Once health reaches zero, the unit is removed.









Attack TypeInfantry VehicleAircraft
Small armsx1 x0.5 x0.75
Anti-tankx2 x1 x0.5
Anti-airx0.75 x0.75 x2


Examples:

1) An anti-tank infantry unit (attack 5) is firing at a nearby armoured transport (defence 6). The attacker rolls 1d6 and gets a 3. This gives 2 hits (attack of 5 minus defence of 6). Consulting the table, this applies a x1 modifer so 2 damage is done to the transport

2) A small arms artillery vehicle (attack 8) is firing at an infantry unit (defence 4). The attacker rolls 1d6 and gets a 2. This gives 6 hits. Consulting the table, this applies a x1 modifer for 6 damage to the infantry unit.

3) An anti-air aircraft (attack 7) is firing at an aircraft (defence 5). The attack rolls 1d6 and gets a 4. This gives 6 hits. Consulting the table, this applies a x2 modifier for 12 damage to the aircraft


Making units
A unit can be made simply by making selections for all the characteristics. The final cost is based on the following:

((attack value + defence value + health) * unit type modifer) * attack type modifier (+10 for each special rule)

For unit type modifer;
Infantry: 1
Vehicle: 2
Aircraft: 3

For attack type modifier;
Small arms: 1
Anti-tank: 2
Anti-air: 3

Examples:
Basic standard infantry unit
Type: Infantry - Health:10 - Attack: 5 - Defence: 5 - Attack type: Small arms

10 + 5 + 5 * 1 * 1 = 20 points

Elite anti-air infantry
Type: Infantry - Health:10 - Attack: 8 - Defence: 5 - Attack type: Anti-air

10 + 8 + 5 * 1 * 3 = 69 points

Armoured transport
Type: Vehicle - Health:15 - Attack: 4 - Defence: 6 - Attack type: Small arms - Transport

15 + 6 + 4 * 2 * 1 +10 = 60 points

Heavy Tank
Type: Vehicle - Health:20 - Attack: 8 - Defence: 8 - Attack type: Anti-tank

20 + 8 + 8 * 2 * 2 = 154 points

Attack helicopter
Type: Aircraft- Health:15 - Attack: 8 - Defence: 4 - Attack type: Anti-tank

15 + 8 + 4 * 3 * 2 +10 = 172 points

Perspective

A lot of unit creation is open to abuse by power-gamers, so a lot of onus is on the players to justify why their units have the characteristics they do. To give it a measure of scale, I kind of had this in mind for the levels:

Attack
  1. Unarmed
  2. Makeshift or household weapons
  3. Civilian/law enforcement type weapons and non-lethal weapons
  4. Standard weapons but limited training
  5. Standard weapons with basic training
  6. Enhanced weapons, fully automatics
  7. Man-portable heavier weapons, veteran training, armour piercing small-arms
  8. Wheeled guns, elite training, area effect weapons
  9. Special forces training, high-tech weaponry, multi-role weapons
  10. Large, indiscriminate area of effect, super-human training and abilities, 'intelligent' projectiles

Defence
  1. Unarmoured
  2. Makeshift armour. Exposed vehicles
  3. Civilian/law enforcement type armour. Open topped unarmoured vehicle
  4. Standard military body armour. Unarmoured vehicle hull. Basic camouflage
  5. Standard miltary body armour with specialised camouflage. Lightly armoured vehicles
  6. Additional concealment tactics. Smoke projectors. Basic ECM
  7. Armoured vehicles. Adaptable camouflage. Broad spectrum signal jammers. Simple point defences
  8. Modern composite armour. 'Smart' camouflage. Specific signal jamming
  9. Basic static cloaking. Adaptable armour. Advanced steath materials and tactics. AI controlled ECM. Rapid point defence
  10. Self-healing armour systems. 'Smart' materials. Broad spectrum invisibility. Retaliatory jamming


Let me know what you think. I'm very open to suggestions and fully expect the weightings to change through testing.
Last edited by Xah on Fri Jul 15, 2016 11:41 am, edited 5 times in total.
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Re: Simple wargame rules

Postby Xah » Thu Jul 14, 2016 2:05 pm

To give some examples I might use, from Xah's Factbook:

Basic Xah Infantry - 20 troop squad
Type: Infantry Health: 10 AS: 7 DS: 6 AT: SA Points: 23

Paladin Armour (Tesla) - 5 troop squad
Type: Vehicle Health: 18 AS: 9 DS: 8 AT: AT Points: 140

Paladin Armour (Polaris) - 5 troop squad
Type: Vehicle Health: 18 AS: 8 DS: 8 AT: AT Points: 136

Polaris Armour (Arktos) - 5 troop squad
Type: Vehicle Health: 18 AS: 8 DS: 8 AT: AA Points: 204

Skua UACV
Type: Aircraft Health: 10 AS: 6 DS: 4 AT: AT Points: 120

Albatross VTOL
Type: Aircraft Health: 20 AS: 6 DS: 8 AT: AA Points: 326


An army could stack up on infantry and whilst it might do less damage, the sheer numbers allowed would probably give it a chance against tanks and aircraft.
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Re: Simple wargame rules

Postby Kleo Kira Azu » Thu Jul 14, 2016 6:26 pm

Well I find this agreeable so here's what I came up with. I attempted to make it sensible.

Qorsikan Imperial Army
► Show Spoiler




Qorsikan Defence Force
► Show Spoiler



Qorsikan Navy
► Show Spoiler




Other
► Show Spoiler

I add to it when I feel like it.
Last edited by Kleo Kira Azu on Thu Nov 17, 2016 9:26 pm, edited 43 times in total.
Just your average friendly neighborhood Xeno that dropped out from the skies that happened to have displaced a technologically focused Imperialist Nationstate.

Well we're just shy and scared in this place. We're just fish out of water from the cosmos. You can see the trip has left us tired and drained so how about you be a pal and give us your Industrial Capacity? We can give you many shiny rocks. You may know them as "Gems" and "Transition Metals."
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Re: Simple wargame rules

Postby LordSylveon » Thu Jul 14, 2016 8:16 pm

I will disagree with the melee troops not being accounted for, since my nation makes and sells modern close quarters gear. I also believe that power armored infantry would probably make melee rather amusing. Just my thoughts.

Otherwise this all seems rather interesting.
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Re: Simple wargame rules

Postby Großadmiral V » Thu Jul 14, 2016 8:30 pm

Armed forces of Ukarist, Sverinovo, and Telegarðir
[+] Infanteri
Standard Infantry
Ukaristi Platoon
Type: Infantry Health: 7 AS: 5 DS: 7 AT: Small Arms Points: 19

Ukaristi Assault Platoon
Type: Infantry Health: 8 AS: 6 DS: 7 AT: Small Arms Points: 21

Ukaristi Nyscandza Platoon
Type: Infantry Health: 11 AS: 5 DS: 7 AT: Small Arms Points: 23

Ukaristi Nyscandza Assault Platoon
Type: Infantry Health: 11 AS: 6 DS: 7 AT: Small Arms Points: 24

Male Platoon
Type: Infantry Health: 12 AS: 5 DS: 5 AT: Small Arms Points: 22

Sverinovian Platoon
Type: Infantry Health: 8 AS: 7 DS: 7 AT: Small Arms Points: 22

Elite Infantry
Huskarls (Male) Platoon
Type: Infantry Health: 13 AS: 6 DS: 6 AT: Small Arms Points: 35
Max Deployment: 2
Close-Combat

Huskarls (Female) Platoon
Type: Infantry Health: 10 AS: 5 DS: 6 AT: Small Arms Points: 31
Max Deployment: 1
Close-Combat

SBG Platoon
Type: Infantry Health: 14 AS: 8 DS: 9 AT: Anti-Tank Points: 62
Max Deployment: 2

Sverinovian Flammenwerfers
Type: Infantry Health: 14 AS: 10 DS: 5 AT: Small Arms Points: 39
Max Deployment: 2
Close-Combat

Sverinovian Sniper Detachment
Type: Infantry Health: 3 AS: 7 DS: 8 AT: Anti-Tank Points: 36
Max Deployment: 2

Tactical Operative
Type: Infantry Health: 5 AS: 10 DS: 10 AT: Anti-Tank Points: 60
Max Deployment: 2
Close-Combat

Special Infantry Units
Penal Platoon
Type: Infantry Health: 8 AS: 4 DS: 4 AT: Small Arms Points: 16
Max Deployment: 1

Penal Anti-Tank Squad
Type: Infantry Health: 4 AS: 6 DS: 2 AT: Anti-Tank Points: 24
Max Deployment: 1

Heimevernet (Home Guard)
Type: Infantry Health: 8 AS: 4 DS: 1 AT: Small Arms Points: 13

KSS Commissars
Type: Infantry Health: 6 AS: 6 DS: 4 AT: Small Arms Points: 16
Max Deployment: 1

Telegarðirian Security
Telegarðirian Security Team
Type: Infantry Health: 8 AS: 3 DS: 3 AT: Small Arms Points: 14

Telegarðirian Security Elite Team
Type: Infantry Health: 10 AS: 5 DS: 3 AT: Small Arms Points: 18

Telegarðirian Security Sharpshooter Team
Type: Infantry Health: 6 AS: 6 DS: 3 AT: Small Arms Points: 15


[+] Artilleri Korps
Personnel Artillery
Mortar Team
Type: Infantry Health: 6 AS: 8 DS: 5 AT: Anti-Tank Points: 48
Artillery

Towed Artillery
CAB 77mm Battery
Type: Infantry Health: 12 AS: 7 DS: 5 AT: Anti-Tank Points: 48

CAB 100mm Battery
Type: Infantry Health: 15 AS: 8 DS: 3 AT: Anti-Tank Points: 52

CAB 155mm Howitzer Battery
Type: Infantry Health: 12 AS: 9 DS: 3 AT: Anti-Tank Points: 58
Artillery

Nurkirch 4x13mm Flak
Type: Infantry Health: 10 AS: 7 DS: 4 AT: Anti-Air Points: 63

6x33mm Surface-To-Air Missile Battery
Type: Infantry Health: 10 AS: 9 DS: 3 AT: Anti-Air Points: 66

Self-Propelled Howitzers
Alberg-Dieter "Korsbom" Howitzer
Type: Vehicle Health: 12 AS: 8 DS: 5 AT: Anti-Tank Points: 110
Artillery

SVPKK R1 155mm Howitzer SPG
Type: Vehicle Health: 16 AS: 8 DS: 6 AT: Anti-Tank Points: 130
Artillery

O55-M3-A155 "Katapult"
Type: Vehicle Health: 16 AS: 8 DS: 7 AT: Anti-Tank Points: 134
Artillery

CAB 155mm
Type: Vehicle Health: 15 AS: 8 DS: 6 AT: Anti-Tank Points: 126
Artillery

O54-M4-A190 "Skorpionen"
Type: Vehicle Health: 18 AS: 9 DS: 7 AT: Anti-Tank Points: 146
Artillery

CAB 200mm
Type: Vehicle Health: 16 AS: 9 DS: 6 AT: Anti-Tank Points: 134
Artillery

O55-M3-A234 "Slangbåge"
Type: Vehicle Health: 18 AS: 10 DS: 8 AT: Anti-Tank Points: 154
Artillery


[+] Pioneers Korps
Combat Engineers
Sverinovian Pioneers
Type: Infantry Health: 7 AS: 4 DS: 4 AT: Small Arms Points: 25
Max Deployment: 5
Engineer

Ukaristi Combat Engineers
Type: Infantry Health: 8 AS: 3 DS: 4 AT: Small Arms Points: 25
Max Deployment: 5
Engineer

Combat Engineering Vehicles
Espvig E-PT75 "Svømmetraktor"
Type: Vehicle Health: 15 AS: 6 DS: 6 AT: Small Arms Points: 74 Transport, Engineer

CAB Ukaristi Combat Engineering Tractor "UCET"
Type: Vehicle Health: 14 DS: 7
Tractor AS: 6 AT: Small Arms Points: 64 Engineer
Flail/Mine/Defender Variants AS: 7 AT: Small Arms Points: 76 Close Combat, Engineer


[+] Lätta Fordon Korps
Light Vehicles
Espvig K-5-A "Mótorhjól" Motorbike
Type: Vehicle Health: 6 AS: 3 DS: 2 AT: Small Arms Points: 40
Transport

Espvig K-5-B "Mótorhjól" Motorbike w/sidecar
Type: Vehicle Health: 6 AS: 6 DS: 2 AT: Small Arms Points: 48
Transport

Espvig K-7-B "Kettenkrad" Tracked Motorcycle
Type: Vehicle Health: 6 AS: 4 DS: 4 AT: Small Arms Points: 50
Transport

Espvig K-7-C "Flammenkettenkrad" Tracked Motorcycle w/flamethrower
Type: Vehicle Health: 6 AS: 10 DS: 4 AT: Small Arms Points: 62
Close-Combat

SVPKK SCC Scout Car
Type: Vehicle Health: 3 AS: 4 DS: 4 AT: Small Arms Points: 22

Alberg-Dieter Sjúkrabíll (Ambulance)
Type: Vehicle Health: 3 AS: 1 DS: 1 AT: Unarmed Points: 20
Engineer

Medium Vehicles
SVPKK HT-1 Half-Track
Type: Vehicle Health: 8 AS: 6 DS: 5 AT: Small Arms Points: 60
Transport

Alberg-Dieter Truck
Type: Vehicle Health: 7 DS: 2
Transport AS: 1 AT: Unarmed Points: 40 Transport
AA Carrier (Nurkirch 4x13mm) AS: 7 AT: Anti-Air Points: 126
Mortar Carrier AS: 8 AT: Anti-Tank Points: 98 Artillery

SVPKK S1 "Geit"
Type: Vehicle Health: 9 DS: 5
Unarmed: AS: 1 AT: Unarmed Points: 50 Transport
AP Turret: AS: 6 AT: Small Arms Points: 60 Transport
AT Turret: AS: 7 AT: Anti-Tank Points: 122 Transport
AA Gatling Turret: AS: 7 AT: Anti-Air Points: 166 Transport
AA Missile Turret: AS: 9 AT: Anti-Air Points: 178 Transport

Heavy Vehicles
Alberg-Dieter "Efterlevande" Surface-To-Air-Missile Pod Carrier
Type: Vehicle Health: 10 AS: 9 DS: 5 AT: Anti-Air Points: 144


[+] Pansar Korps
Armoured Cars
Espvig C-22 "Exi" Armoured Car
Type: Vehicle Health: 13 AS: 6 DS: 6 AT: Anti-Tank Points: 100

Espvig CA-22-A "Kastespyd" AA Armoured Car
Type: Vehicle Health: 13 AS: 8 DS: 6 AT: Anti-Air Points: 162

Infantry Fighting Vehicles
Espvig E-PT76 "Svømmepanzer" Tank-Fist
Type: Vehicle Health: 15 AS: 7 DS: 6 AT: Anti-Tank Points: 112 Transport

SVPKK T3 "Rev" Infantry Fighting Vehicle
Type: Vehicle Health: 16 AS: 8 DS: 6 AT: Anti-Tank Points: 130 Transport

BN-BMP-3 "Heder" Infantry Combat Vehicle
Type: Vehicle Health: 18 AS: 7 DS: 7 AT: Anti-Tank Points: 138 Transport

Tank Destroyers
Espvig E-PT76-ASU85 "Lettjegdpanzer"
Type: Vehicle Health: 10 AS: 8 DS: 8 AT: Anti-Tank Points: 104

UKO PStrdsfrdn (Pansar stridsfordon) - 32 "Fjälljegdpanzer-Einn" (JegdStrdsf-32)
Type: Vehicle Health: 4 AS: 7 DS: 7 AT: Anti-Tank Points: 72

UKO JegdStrdsf-33 "Fjälljegdpanzer-Tveir"
Type: Vehicle Health: 5 AS: 8 DS: 8 AT: Anti-Tank Points: 84

O54-M4-J120 "Forfølger"
Type: Vehicle Health: 12 AS: 9 DS: 7 AT: Anti-Tank Points: 112

O54-M4-J183 "Rovdjur"
Type: Vehicle Health: 12 AS: 10 DS: 7 AT: Anti-Tank Points: 116

O55-M4-J183 "Rodvyret"
Type: Vehicle Health: 16 AS: 10 DS: 8 AT: Anti-Tank Points: 136

Light Tanks/Tankettes
SVAI T-7 "Fljóturpanzer" Tankette
Type: Vehicle Health: 15 AS: 7 DS: 5 AT: Small arms Points: 54

SVAI T-7 "Flammenpanzer" Flame-Throwing Tankette
Type: Vehicle Health: 15 AS: 10 DS: 5 AT: Small Arms Points: 70
Close Combat

SVAI T-8 "Slástpanzer" Tankette
Type: Vehicle Health: 16 AS: 6 DS: 5 AT: Anti-Tank Points: 108

SVAI T-8 "Eldflaugpanzer" Rocket-Launching Tankette
Type: Vehicle Health: 16 AS: 9 DS: 5 AT: Anti-Tank Points: 130 Artillery

Espvig E-22 "Þrautseigju" Light Tank
Type: Vehicle Health: 16 AS: 7 DS: 6 AT: Anti-Tank Points: 116

UKO R-1 "Rekognoscerapanzer" Spotter Tank
Type: Vehicle Health: 8 AS: 7 DS: 7 AT: Anti-Tank Points: 88

Medium Tanks
O54-M3 "Hundraðshöfðinginn-Þrjár" (Centurion M3)
Type: Vehicle Health: 12 AS: 7 DS: 7 AT: Anti-Tank Points: 104

O54-M4 "Hundraðshöfðinginn-Fjórar" (Centurion M4)
Type: Vehicle Health: 12 AS: 8 DS: 7 AT: Anti-Tank Points: 108

O54-M5 "Hundraðshöfðinginn-Fimm" (Centurion M5)
Type: Vehicle Health: 12 AS: 8 DS: 8 AT: Anti-Tank Points: 112

SVAI T-9 "Bardagipanzer" (Combat Tank)
Type: Vehicle Health: 18 AS: 8 DS: 7 AT: Anti-Tank Points: 132

Heavy Tanks
O55-M3 "Legat-Þrjár" (Legatus M3)
Type: Vehicle Health: 16 AS: 7 DS: 7 AT: Anti-Tank Points: 120

O55-M4 "Legat-Fjórar" (Legatus M4)
Type: Vehicle Health: 17 AS: 9 DS: 7 AT: Anti-Tank Points: 132

O55-M5 "Legat-Fimm" (Legate M5)
Type: Vehicle Health: 18 AS: 9 DS: 8 AT: Anti-Tank Points: 140

O56-M1 "Pretor" (Praetor) Tank Ace
Type: Vehicle Health: 20 AS: 9 DS: 9 AT: Anti-Tank Points: 152

SVPKK T1 "Traust" Main Battle Tank
Type: Vehicle Health: 16 AS: 9 DS: 7 AT: Anti-Tank Points: 128

SVPKK T2 "Veiðimaður" Main Battle Tank
Type: Vehicle Health: 15 AS: 9 DS: 8 AT: Anti-Tank Points: 128

CAB MBT-34 "Stålsatte forsvarer" Main Battle Tank
Type: Vehicle Health: 18 AS: 9 DS: 9 AT: Anti-Tank Points: 144
Max Deployment: 3

Super Heavy Tanks
CAB MBT-35 "Dyggur" Super Tank
Type: Vehicle Health: 20 AS: 10 DS: 10 AT: Anti-Tank Points: 160
Max Deployment: 1


[+] Flygvapen
Multi-Role Fighter Aircraft
SV-1 "Elding" Special SVTOL
Type: Aircraft Health: 17 AS: 8 DS: 10 AT: Anti-Air Points: 315

Ellig F-J29 "Tunnan"
Type: Aircraft Health: 17 AS: 7 DS: 5 AT: Anti-Air Points: 261

Ellig F-J32 "Lansen"
Type: Aircraft Health: 17 AS: 8 DS: 6 AT: Anti-Air Points: 279

Ellig F-J35 "Draken"
Type: Aircraft Health: 17 AS: 8 DS: 7 AT: Anti-Air Points: 288

Ellig F-J37 "Viggen"
Type: Aircraft Health: 18 AS: 8 DS: 7 AT: Anti-Air Points: 297

Ellig F-J39 "Gripen"
Type: Aircraft Health: 18 AS: 9 DS: 8 AT: Anti-Air Points: 315

Ground-Attack Jets
Ellig F-J21-A "Essjeger"
Type: Aircraft Health: 18 AS: 9 DS: 8 AT: Anti-Tank Points: 126
Max Deployment: 1

Ellig F-J21-B "Himmeljeger"
Type: Aircraft Health: 16 AS: 9 DS: 8 AT: Anti-Tank Points: 198

Gunships
Ellig EL-32 "Hamar"
Type: Aircraft Health: 18 AS: 8 DS: 8 AT: Anti-Tank Points: 204
Max Deployment: 1

Helicopters
SVPKK AH-1 "Fljúgapanser"
Type: Aircraft Health: 15 AS: 8 DS: 6 AT: Anti-Tank Points: 174
Can Hover

SVPKK TH-1 "Lyftara"
Type: Aircraft Health: 10 AS: 0 DS: 8 AT: Transport Points: 64
Can Hover
Last edited by Großadmiral V on Mon Jul 25, 2016 7:47 am, edited 80 times in total.
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Re: Simple wargame rules

Postby Xah » Thu Jul 14, 2016 8:33 pm

I'm open to suggestions for more special rules, unit and attack types.

Such as Artillery (unit type): x3 cost modifier. May attack indirectly so long as a LOS can be made with any other friendly unit. Minimum range of 3 hexes.
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Re: Simple wargame rules

Postby Kleo Kira Azu » Thu Jul 14, 2016 8:50 pm

How about snipers? Super effective against infantry, not so much against tanks and aircraft.

Like sniper units and all that. Can't be vehicle or aircraft.
Just your average friendly neighborhood Xeno that dropped out from the skies that happened to have displaced a technologically focused Imperialist Nationstate.

Well we're just shy and scared in this place. We're just fish out of water from the cosmos. You can see the trip has left us tired and drained so how about you be a pal and give us your Industrial Capacity? We can give you many shiny rocks. You may know them as "Gems" and "Transition Metals."
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Re: Simple wargame rules

Postby LordSylveon » Thu Jul 14, 2016 9:36 pm

Here are the Rangers

► Show Spoiler


And here is the NRL

► Show Spoiler
Sometimes the world needs to BURN so it can grow.

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Re: Simple wargame rules

Postby Xah » Fri Jul 15, 2016 9:33 am

Added special rules for close combat, artillery and engineers.
Added some perspective for characteristic levels
Some minor typo correction
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Re: Simple wargame rules

Postby Atherakhia » Sat Jul 16, 2016 5:01 am

Seems really cool and what not.

Here are some of my more basic people.

► Show Spoiler


Let me know what people think and what not. It may not be the best strategy ever, but its fitting of my nation's lore.
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Leader: Techseer Amu
Senator: Warsmith Iron
Nation: Dominion of Atherakhia
Region: Cynosure


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