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Author Topic: New ways to get troops on the Planetstorm battlefield  (Read 1814 times)

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Offline sergeant_hastp

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New ways to get troops on the Planetstorm battlefield
« on: March 06, 2011, 10:04:22 PM »
Tactical Unconventional Deployment

For purposes of these rules, tactical unconventional deployment covers all the means by which to enter units into the Planetstorm Battlefield aside from initial setup.


Most of the races have some means to do this, though often certain methods might be moderately or severely restricted based on the scenario being played.


Capsule troopers a.k.a Jump troops a.k.a. Paratroops:

UNE, Infranites, Fantasians


Restriction: The force employing this method must have aerospace viability for the scenario.

At the beginning of the game, all troops for insertion are set aside and designated. At the beginning of the second or any subsequent turn, before initiative is determined, the jump troops can begin their descent. They are moved to the drop pool, another designated off-table spot. During the following turn they are considered enroute and will arrive on the table at the beginning of the following turn. Troops located in the drop-pool cannot be taken out of the drop pool, except by their actual landing on the table top.


Arrival: Choose the landing spot for the troops. Then roll scatter dice for each troop:2D6 and determine direction. As each is placed, ground units may take covering shots. Consider all shots against deploying Cap troopers with a +2 modifier penalty. For each subsequent trooper placement, add 1 to the scatter result. No more than 1 trooper can land on the same spot.


Landing: Each landed trooper is considered fired, and facing away from the originally chosen landing spot. On the turn following landing, they may begin normal initiative determination.


Dropship:

UNE, Infranites, Fantasians, Machines, Black Empire.


A dropship is any sort of aircraft or transorbital that can carry soldiers into battle.


Restriction: The race employing this method of insertion must have aerospace superiority (if transorbital). At the beginning of the game, all troops for insertion are set aside into groups containable within the dropship type called chalks. At the beginning of any turn, (including the first), before initiative is rolled, the player may designate one or more chalks to be enroute.



Arrival:

On the subsequent round, the Dropship 'Shadow counter' appears on the edge of the table at the player's choice, and is included in initiative. It moves using vehicle rules, and a number is placed with the Shadow indicating its height in inches above the table.

While the shadow is present, it can fire using any available weapons as normal, and can be fired upon. When measuring ranges, consider the dropship at its listed height above the tabletop directly over the shadow counter.


Landing: When the height indicator is 0, the drop ship has landed, and troops may disembark. The troops are considered to have run off the dropship(covering -2), but move only their walking distance.

The dropship may take off on its next turn, now independent of the landed troops.

If the dropship leaves the edge of the table, it can fly back to pick up another chalk. This will take 2 turns, before the player can announce that the new chalk is enroute.

An available, and empty dropship can also pick up troops from the battlefield. It must be announced on the way 1 turn prior if it is off the table. Once landed, troops must move to the landed shadow counter. Once all are aboard it can take off using its next action.


Armored Personnel Carrier (APC):


UNE, Fantasians, Machines,


An APC is a ground vehicle that can carry soldiers into battle.


Restriction: At the beginning of the game, all troops for insertion are set aside into groups containable within the APC type called lifts. At the beginning of any turn, including the first, before initiative is rolled, the player may designate one or more lifts to be enroute.



Arrival:

On the subsequent round, the APC representation appears on the friendly edge of the table, and is included in initiative. It moves using vehicle rules.



Landing: The APC can dismount troops after any movement phase. The troops are considered to have run off the APC, but move only their walking distance.

The APC may begin driving on its next turn, now independent of the dismounted troops.

If the APC leaves the edge of the table, consider it removed from the scenario.




Teleportation:
This is the means by which an orbiting space ship can send dematerialized soldiers to a planet surface as a beam of energy, and re-materialize them there.


Black Empire


Restriction:

The Black Empire must have aerospace viability. At the beginning of the game, set aside all troops to be teleported, in small groups. At the beginning of any turn, including the first, a group may be beamed to any location on the table top.


Arrival:

If a ground unit has direct LOS to the intended location, the troops arrive exactly on target. All arriving troops in the group must be within 4 inches of the selected spot. If there is no LOS to the spot, the spot will deviate 3D6 inches.


Landing:

The troops materialize facing any desired direction.

Once materialized, it can take a few moments to shake disorientation. The troops are each considered Stunned as per EMP effect. Each round rolling to reduce to a Daze which will subsequently go away. Note that this is not actually an EMP effect, and thus it does not make the unit more susceptible to an actual EMP attack.


Elevator:

The machines have a subterranean base, and reinforcements may arrive via elevator from below.

Machine


Restriction: The Machine player must designate the elevator shaft and its capacity. All reinforcement troops are kept off table.

Arrival: The machine player selects the reinforcements to arrive, and announces the arrival before initiative on the first or subsequent turn. The units appear on the elevator pad immediately, and roll initiative for that round..


Landing: Units that arrive on the pad are considered covering -1 until their action.




Stealth:

The use of clandestine measures to traverse a battlefield. This considers that said units are separate from the main force, and are already deployed, but in hiding. Such units are severely restricted in their movement, as represented by the deviation required when they reveal.


UNE, Infranite, Fantasian, Machine.


Restriciton:

The stealth units must be placed aside at the beginning of the game.


Arrival: On the first or any subsequent turn, in which one of his units has initiative, the player announces that the stealth unit is prepared to act. He selects the spot that he'd like the unit to be, but then must deviate this position by 3D6-3 inches. (This takes into account how painfully slow the stealth unit must move to avoid detection, and as a result is not always where he'd like to be.)

The unit cannot be placed within 5 inches of any figure.


Landing: The unit is facing any desired direction after determination of final placement. This unit gets an immediate complete action (move/attack). After which the unit is subject to normal initiative. If he is in the firing arc of any figure with a covering action, that figure may fire first with a penalty of 1 to hit.


Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #1 on: March 06, 2011, 10:06:20 PM »
SPECIFICS:
UNE:

Capsule Troopers: 'Transorbital Tactical Insertion'.

The following is the UPV cost to make figures TTI capable:


PI trooper/grenadier:(all ranks): +5

Calliope trooper/Carl G/ AutoRam/E-loader:+15

Flechette gunner: +7

Recce trooper(all ranks): +4*

Assault trooper (all ranks):+8

Hvy Asslt trooper:+20

Asslt spt platform: +25

Commando plasma/emp gnr: +5

Commando Carl-G: +5

Commando loader: +4

Commando trooper(all ranks): +4

Commando flechette gnr:+5

Pioneer: (all ranks): +15

Recce Commando(all ranks): +3

Sniper/Spotter: +15

Medic/signaller: +8


*Recce troopers, by virtue of their jump packs have a much more controlled landing, as such, they never have to roll for deviation, landing their choice within 10 inches of the originally intended spot and choose their facing. They cannot land closer than 2 inches form each other, and are still considered fired upon landing.


Dropship:

The Thunder Hawk is the standard UNE dropship. UPV: 300

It is a utility lift craft/light gunship, capable of full atmospheric employment as well as TransAt mobility.
Move    GM    Kills    Hero    HP cost    Lead    Cmd
35/ 20    0    4    0    n/a    0    0


FCL:

2 flechette guns (link)

2calliope (link)

Carries 10 kills worth of PI figures, or 1 FAV.

Dual side disembark.


Special:

Light vehicle

Turn cost is 6

1 fire action


The dropship can change altitude by 20 inches in addition to horizontal movement.

No movement is considered a hover. Following a whole turn of hover, the dropship can move in any direction regardless of facing. Any non-forward movement is limited to normal speed. It requires a hover to change back to forward movement. Note that the Calliopes have a fwd firing arc, while the one flechette gun can fire to the right arc, the other left. They can only link to the front. If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 2 in 6 chance of surviving, (regardless of number of kills).

Every kill sustained by the dropship, and every hit roll 1 below the required kill number has a 3 in 6 chance of inflicting a kill on one of the units being carried, (modified by its own GM if any.)



Armored Personnel carrier:


The Badger is the primary UNE APC UPV: 472
Move    GM    Kills    Hero    HP cost    Lead    Cmd
7    +1    4    0    n/a    0    0


FCL:

1 Uber RAM laser

2 TOW missiles

FTG discharger

Carries: 8 kills worth of PI figures.

Fwd disembark


Special:

Light Vehicle

Turn cost is 3

1 fire action


If the APC is destroyed, each figure has a 2 in 6 chance of survival regardless of the number of kills it has.




Stealth:


The following are the UNE units which may deploy by stealth, and their UPV cost to do so.


Recce trooper (all ranks): +25

PI trooper (all ranks): +30

Commando trooper (all ranks): +25

Recce commando(all ranks): +20

Sniper/Spotter: +15 ea


Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #2 on: March 06, 2011, 10:07:10 PM »
Black Empire:


Dropship:

The Ryad Saul is the standard dropship type of the Black Empire. UPV: 590

It is shaped like a bird of prey, and is designed to carry troops and light vehicles. Troops are individually contained in the cargo bay. Just before landing, the clamshell doors open, and the troops are dropped the last few meters to the ground, thus the ship rarely lands to dismount.
Move    GM    Kills    Hero    HP cost    Lead    Cmd
45/ 20    0 (+2)*    3(+1)    0    n/a    0    0


FCL:

Energy field=the higher GM and extra kill.

Heavy Burstlance

Carries 6 kills worth of PI figures, or 1 Xinraptor.

Bottom disembark.


Special:

Light vehicle

Turn cost is 4

1 fire action


The dropship can change altitude by 20 inches in addition to horizontal movement.

No movement is considered a hover. If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 3 in 6 chance of surviving, (regardless of number of kills).


Teleportation:

The Black empire may teleport up to 12 kills of figures simultaneously to the same location.

Each figure costs 20% of its UPV (round up) to teleport.

Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #3 on: March 06, 2011, 10:08:33 PM »
Fantasian:

Drop Troopers:

The following is the UPV cost to make figures 'Drop capable':


Fantasian Powered infantry: (all ranks): +12

Fantasian Storm Troopers (all ranks): +10

Fantasian Sniper:+6

Drop Trooper (all ranks):+10

BA-4 Hex Runner:+30




Dropship:

Hyp

The Hyp is the standard Fantasian dropship. UPV: 325

It is a utility lift craft capable of full atmospheric employment as well as TransAt mobility.
Move    GM    Kills    Hero    HP cost    Lead    Cmd
40/ 15    -1    6    0    n/a    0    0


FCL:

1 KPV

2 AT-2 Sagger missiles

Carries 24 kills worth of PI figures (Quad cycles count as 4 kills ea), or 1 Hex runner.

Dual side, and rear disembark.


Special:

Light vehicle

Turn cost is 8

1 fire action


The dropship can change altitude by 15 inches in addition to horizontal movement.

No movement is considered a hover. Following a whole turn of hover, the dropship can move in any direction regardless of facing. Any non-forward movement is limited to half normal speed. It requires a hover to change back to forward movement. If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 1 in 6 chance of surviving, (regardless of number of kills).


Hynd

The Hynd is a Fantasian gunship with dropship capability.

It is a combat craft capable of full atmospheric employment as well as TransAt mobility.

UPV: 720
Move    GM    Kills    Hero    HP cost    Lead    Cmd
45/ 15    +1    5    0    n/a    0    0


FCL:

1 KPV

2 RPK (link)

2 AT-2 Sagger missiles

2 K2-Shaw

Carries 8 kills worth of PI figures (Quad cycles count as 4 kills ea), or 1 Hex runner.

Dual side, disembark.


Special:

Light vehicle

Turn cost is 8

2 fire actions


The dropship can change altitude by 15 inches in addition to horizontal movement.

No movement is considered a hover. Following a whole turn of hover, the dropship can move in any direction regardless of facing. Any non-forward movement is limited to half normal speed. It requires a hover to change back to forward movement. If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 1 in 6 chance of surviving, (regardless of number of kills).

Every kill sustained by the dropship, and every hit roll 1 below the required kill number has a 3 in 6 chance of inflicting a kill on one of the units being carried.(modified by its own GM if any.)



Armored Personnel carrier:


The BTR-70 is the primary Fantasian APC UPV: 380
Move    GM    Kills    Hero    HP cost    Lead    Cmd
6    0    4    0    n/a    0    0


FCL:

1 KPV

1RPK


Carries: 9 kills worth of PI figures.

Rear disembark


Special:

Light Vehicle

Turn cost is 3

1 fire action


If the APC is destroyed, each figure has a 2 in 6 chance of survival regardless of the number of kills it has. Any kills inflicted on the vehicle, have a 3 in 6 chance of killing an occupant (modified by the figure's GM if any)


Stealth:


The following are the Fantasian units which may deploy by stealth, and their UPV cost to do so.


Storm trooper (all ranks): +25ea

Commando trooper (all ranks): +25

Fantasian Sniper: +14

BA-1 Quad Cycle: +20 ea

Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #4 on: March 06, 2011, 10:10:09 PM »
Machines:


Dropship

The HK Banshee is the most common light transport aircraft used by the machines. Although it can carry units, its primary purpose is air recon, and aerial fire support.

It is not TransAt capable.




UPV: 150
Move    GM    Kills    Hero    HP cost    Lead    Cmd
30/ 20    0    4    0    n/a    0    0


FCL:

1 M-1A3 Heavy Deadbolt Launcher

Target Designator

Carries 2 kills worth of PI figures

Rear disembark.


Special:

Light vehicle

Turn cost is 3

1 fire action


The dropship can change altitude by 15 inches in addition to horizontal movement.

No movement is considered a hover. The dropship can move in any direction regardless of facing, and doesn't require a turn of hovering first. Any non-forward movement is limited to normal speed. If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 2 in 6 chance of surviving, (regardless of number of kills).





Armored Personnel carrier:


The Crawler is a multi-legged spider-like Machine APC, larger than a Dreadbot.

UPV: 280
Move    GM    Kills    Hero    HP cost    Lead    Cmd
7    0    4    0    n/a    0    0


FCL:

2 Deadbolt launcher (link)

2 Hornet Missile pods.

M-4 Napalm X

Slaymore CAW (360)

Carries: 6 kills worth of PI figures.

Rear disembark


Special:

Light Vehicle

Sprint capable

Turn cost is 3

2 fire actions


If the APC is destroyed, each figure has a 3 in 6 chance of survival regardless of the number of kills it has.


Elevator:

Machine elevators come in 3 main varieties:

Access elevators. Deployment elevators, and cargo elevators.

Costs and capabilities:

UPV:
Type    Friendly Deployment zone    Friendly home zone    Enemy home zone
Access    50    100    175
Deployment    120    240    300
Cargo    160    320    400




An Access elevator can lift up to 2 kills of figures.

A Deployment elevator can lift up to 8 kills of figures, excluding light vehicles.

A Cargo elevator can lift up to 12 kills of figures, including light vehicles.


Destroying elevators: a planted satchel charge will destroy any elevator, otherwise they have the following stats:

Access: 3 kills, GM 0 (LV)

Deployment: 6 kills, GM 0 (LV)

Cargo: 6 kills, GM+1 (LV)


Stealth:


The following units may be deployed by stealth, and their UPV cost to do so.


Sniperbot: +4

G5 Stalker: +22

Runaway:+20 (yes double their cost)


Another Machine option is the infiltrator. This is an enemy figure that is in reality a machine in disguise, waiting for an opportunity to turn on his supposed allies. When the infiltrator is ready to act, the Machine player declares the figure he wants to reveal as an infiltrator. He uses that figure as his desired location for Stealth unit deployment deviation. If the final placement is within 5 inches of the desired figure, then the infiltrator is now under immediate machine control. (Cover fire as normal with the penalty one is still allowed).

If more than one figure is within 5 inches of the declared target, the Machine must take the declared figure. If the declared figure is not within 5 inches, then the machine player takes a randomly determined figure that is. If no figures are within 5 inches of the location, the infiltrator becomes the closest figure to the selected spot.

Note that the figure must be within the infiltrator class parameters.

Vehicles cannot be infiltrated. Note that leadership includes Hero Points and Command points.

Class 1: Can assume any non-leadership, non-elite 1 kill figure. UPV: 75


Class 2: Can assume any non-leadership 1 kill figure. UPV: 150

Class 3: Can assume any non-leadership 1 or 2 kill figure. UPV:350

Class4: Can assume any 1 or 2 kill figure. UPV: 400

In the case of Class 4, a maximum of 2 leadership-type points are retained. This is due to advanced mission specific programming, or Omega class modification.

Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #5 on: March 06, 2011, 10:10:54 PM »
Infranites:

Planetfallers

The following is the UPV cost to make figures Planetfall capable:


Armor type: Sierra: +14

Diamond: +20

Falcon: +7


Dropship:

The Hurricane is the standard Infranite dropship.

It is a utility lift craft/light gunship, capable of full atmospheric employment as well as TransAt mobility.

UPV: 400
Move    GM    Kills    Hero    HP cost    Lead    Cmd
30/ 10    0    6    0    n/a    0    0


FCL:

2 Whirlwind Chain cannon. ( 1 Side arc each)

1 Tornado Heavy chain Cannon (Rt, Fwd, Lft Arcs)

Carries 18 kills worth of PI figures. (BAP counts as a 3 kill. ).

Rear disembark


Special:

Light vehicle

Turn cost is 8

3 fire actions


The dropship can change altitude by 10 inches in addition to horizontal movement.

No movement is considered a hover. Following a whole turn of hover, the dropship can move in any direction regardless of facing. Any non-forward movement is limited to normal speed. It requires a hover to change back to forward movement. Note that the Whirlwinds have only a side firing arc each, whild the Tornado can fire any direction except to the If the dropship is destroyed all units are considered lost, unless altitude was less than 10 inches, then each figure has a 2 in 6 chance of surviving, (regardless of number of kills).

Every kill sustained by the dropship, and every hit roll 1 below the required kill number has a 3 in 6 chance of inflicting a kill on one of the units being carried.(modified by its own GM if any.)




Stealth:


The following are the Infranite units which may deploy by stealth, and their UPV cost to do so.

Due to sophisticated light bending equipment, an infranite stealth unit can be revealed to be as close as 1 inch to another figure. Figures who are covering in the direction of the revealed Infranite may not use cover fire on it on the turn that it was revealed. Subsequently, the field can be reactivated. (Acting like the UNE Sniper camouflage, but active even while moving. Thus every non area effect weapon that inflicts a kill is ignored on a roll of 1 or 6) If the Stealth unit breaks line of sight with all enemy figures, and ends the turn out of sight, remove the figure from the board. That figure can be re-deployed using the stealth system.




Any War Leader +80

Any Scout War leader: +100



Arfiel

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #6 on: March 07, 2011, 08:19:50 PM »
OK ... I knew I didn't want to join this group. Cause I did not get enough chance to play all of these optional rules as much as I would have liked. Now I have to read all these rules and wish I was able to to play some LOS or PS.

Offline sergeant_hastp

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #7 on: March 07, 2011, 08:41:14 PM »
The stealth option for the Infranites....that was when you got to have 'predator'.  :D

Arfiel

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Re: New ways to get troops on the Planetstorm battlefield
« Reply #8 on: March 07, 2011, 08:42:32 PM »
How could you not have a 'predator' in your army when it is an option??