At-43 Version 2

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    Version 2

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    Notice: This update is in no way official

    and is only compiled for personal use.

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    AT-43 v.2

    Squad Coherency

    All members of a squad must be within 3cm of another squad member. In addition at least 25%

    of the members of a unit must be within 10cm of the leader.

    Rules

    AFV's

    AFV's do not block Line of Sight. AFV's provide cover for units smaller than themselves. The

    AFV first takes impacts as normal for being in the Field of Fire. The remaining impacts continue

    on toward the target unit with the target unit making cover saves as normal for any impacts that

    reach it.

    AFVs provide cover to troops positioned behind them while issuing a Sheild Formation drillcauses the vehicles to block LoS.

    AFVs are capable of moving over low terrain as infantry unless the vehicle has lost have the SPon its propulsion, at this point it can no longer pass over terrain or rush.

    Size and Cover

    A unit can take cover behind a terrain element that is at least 1/2 its size.

    Flying

    Any unit that ignores terrain when moving may rush an extra 6cm.

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    28mm Terrain Rules for AT-43The following rules will allow you to convert any piece of 28mm terrain to the

    AT-43 rule set. All terrain should be discussed and classified before setting up the

    table for a game. Examples of what constitutes different types of terrain has been

    deliberately omitted from this rule set as much as possible so as to allow playersto decide for themselves how a piece of terrain should be classified and then apply

    the appropriate rules to it.

    It is recommended that 25% of the play area be covered by terrain. It is also

    recommended that Size 6 terrain pieces are limited to two for a 3 x 3 board,

    three for a 4 x 4 board, and four for a 4 x 6 board. The long-range shooting

    nature of AT-43 play may otherwise be adversely affected.

    1) All terrain on the table must have a Size characteristic. If True Line of Sight

    does not settle

    line-of-sight issues, defer to Size characteristics.

    2) Any terrain piece which is considered as providing cover to models within the

    borders of the

    terrain piece is considered Area Terrain. Half the models in a unit must be within

    Area Terrain

    in order to take advantage of the standard 5+ Cover Save which may be improved

    to 3+ as

    normal with a Take Cover drill.

    Area Terrain will halve the Combat Movement of any units if even a single model

    moves

    through the terrain. You may not perform a Rush Movement through Area

    Terrain. The entire

    base of the terrain piece will be considered part of the Area Terrain.

    Area Terrain is not considered WYSIWYG for purposes of blocking Line of

    Sight. Its Size

    characteristic will determine whether it blocks LOSfor instance, a Size 2 piece

    of Area Terrain

    will block LOS to Size 2 units or smaller on the other side of the terrain piece.

    .

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    3) Difficult Terrain is any terrain piece which does not provide cover, but which

    does impede

    movement. Difficult Terrain will halve the Combat or Rush movement of any unit

    if any of its

    models move through the terrain.

    4) Impassible Terrain may not be moved through by any unit type. Units capable

    of moving

    over Impassible Terrain may do so.

    5) Dangerous Terrain will halve a Combat Movement if even a single model

    moves through the

    terrain. You may not perform a Rush Movement through Dangerous Terrain. Any

    Infantry model

    which remains in Dangerous Terrain at the end of its movement is eliminated.

    Combat Striders

    or ground vehicles will take 1 SP of damage to their propulsion systems for every

    turn in which

    their movement ends on Dangerous Terrain.

    6) For all structures such as buildings or bunkers, points of entry must be clearly

    specified.

    AFVs may not move through structure walls, or entrances physically larger than

    the AFV.

    Units may move an equal horizontal and vertical distance in their turn.

    Note: ruined/destroyed structures are considered Area Terrain, but still may not be

    entered by

    AFVs.Indirect fire weapons may only strike one floor of a building at a time.

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    Max Officer Rank

    Each Company is limited to one Max Rank officer. The maximum rank

    of the officer depends on the number of AP being played. This AP isthe total per side and not just the Assault Force.

    AP Total Max Rank

    1-500 1

    501-1000 2

    1001-1500 3

    1501-2000 4

    2001+ 5

    Max Assault Officer Rank

    This rule is same as the Max Officer Rank rule except the maximum

    rank is determined by the size of the Assault Force.

    Max Range for unlimited abilities

    For all abilities and weapons that do not have a defined maximum

    range, the maximum range band is 12. This includes lock shot

    weapons, artillery, laser pointers, "Front Line Officer", and teleporting.

    This does not include the Nova Special ability, Disruption,

    Interference, or Therian Routines.

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    Team Play

    The following rules are used when playing with 2 or more players per

    side.

    Force Construction

    1. Each side is only allowed 1 Max Rank Officer.

    2. Each player is allowed to play a different faction.

    3. Each side has its own AP pool that the players can divide as they

    see fit.

    4. If playing with officer limits, the max rank is determined by the

    AP total of the Side.

    During the game

    1. The highest ranking officer on a side is the company

    commander.

    2. Each side only has 1 leadership pool.

    3. Each player has their own activation sequence.

    4. Each team has one reinforcement point pool.

    Unless otherwise noted, each factions advantages and disadvantages

    apply only to the

    owning player and

    not the side.

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    Close Combat

    When a unit in close combat is fired upon its receives a 6+ cover save that may not bemodified, if this save is passed the shot hits an enemy unit of the enemy players

    choosing.

    When a unit disengages from combat it may make one move at half speed and if it

    chooses to disengage it may do nothing else for the rest of that activation .

    OrdersSupressing Fire/Overwatch- follows the normal rules for overwatch but with the

    exception that a unit on overwatch may spend its overwatch to cancel an enemy

    overwatch. The unit must have Line of Sight to the enemy and must be able to hit the

    enemy as in a shooting attack. i.e. a unit with accuracy 1 could cancel a unit at range

    6, but not range 7.

    (For example, sierra alpha is on overwatch. So is the unit of Krasny soldaty across the

    street. Sierra bravo moves and triggers the Krasny Soldatys overwatch. Sierra Alpha

    may elect to spend their overwatch to cancel out the enemies.)

    Order: Dig in! (2LP) the unit gains a 6+ cover save if in the open and a 4+ cover save

    if in cover, this save cannot be negated.

    Order: Incoming! (1LP) Whenever a unit would be pinned by a template weapon, it

    may ignore the effect of pinning on a 4+, this effect lasts until the start of your next

    turn.

    Order: Improvised Specialist (2 LP) This order allows one member of a unit to gain

    the ability of one of the following specialists on a roll of 6+, this effect lasts until the

    start of the next turn.

    -Combat Engineer

    -Medic-Tech Warfare

    -Mechanic

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    AT-43

    Mission

    GeneratorDesigners Notes

    Since its release, many serious fans of AT-43 have developed their own pick-up play systems

    to provide an alternative to the prescribed terrain setups and play areas that all but two of the

    Standard Missions in the rulebook and all the published Scenarios provide. They have alsodeveloped their own rule sets for using terrain other than that which is covered by the official

    AT-43 ruleset. There is no agreement on these mission or terrain systems, however, and they

    vary widely from user to user.This Mission Generator attempts to accomplish three goals:

    1) Create a set of unified rules for use of 28mm terrain in AT-43

    2) Create rules for balanced game table setup with or without use of random missions3) Create a table of balanced missions to roll a d6 on for random mission determination

    The Mission Generator draws from several different sources including mission systems used at

    conventions, a pair of AT-43 random mission card sets, and documents produced by players to

    describe how pick-up play is handled in their gaming clubs. It is not meant to replace other

    methods of play, but to supplement them.Unfortunately, AT-43 does not have as robust a player base as other games and so the

    opportunities for local playtesting have been difficult to create. Therefore, this MissionGenerator is being released in an Alpha state for testing by the general AT-43 community.

    This is to be considered a living document.

    The success of the Mission Generator can only truly be measured by how widely it is adopted by

    the AT-43 community, and therefore it only makes sense that this community have a voice in itsdevelopment. The creators therefore heartily encourage you to send any and all feedback on use

    of the Mission Generator to:

    [email protected]

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    Game Setup RulesStep 1Determine Play Area

    Use the following chart:AP Total

    1,500 2,000 2,500 3,000 3,500+

    2 players 3 x 3 3 x 3 4 x 4 4 x 4 4 x 63 players 3 x 3 3 x 3 4 x 4 4 x 4 4 x 6

    4 players 4 x 4 4 x 4 4 x 4 4 x 6 4 x 6

    Step 2Secondary Objectives and BunkersSecondary Objectives

    Each player will have the ability to nominate Secondary Objective positions on the board afterterrain placement. If both players have Container terrain pieces, it is recommended to use

    them as Secondary Objectives to keep with the flavor of AT-43. Otherwise, each player may

    use coins or other tokens as markers. If using any kind of markers the Secondary Objective is

    considered to be a 10cm circle around the marker.Secondary Objectives are placed after all other terrain and Objectives are on the board.

    Bunkers

    Bunkers may be fielded only through the purchase of Bunker Units per the Operation Frostbiterulebook. All normal rules for Bunkers applythey are to be considered Neutral Drop points,

    and Bunker Units may only enter play through a Bunker. Bunkers count towards the

    allowance of Drop points allotted to a player (see Step 5Tactical Positions).Size of Play Area

    3 x 3 4 x 4 4 x 6

    Secondary Objectives per player 2 3 4

    Bunkers per player 0-1 0-2 0-3Therian Nanogenerators and Karman Crystal terrain purchases follow the given rules in the

    Operation Frostbite rulebook.

    Step 3Select MissionIf you wish to use a random mission roll a six-sided die against the mission table at the end of

    this document to select the mission to be played.

    These Game Setup rules will support simple to the death and objective holding stylemissions. Random Missions 1 and 2 will suggest RP and VP guidelines which you may then

    utilize or alter to your tastes. In any case, Mission selection effects terrain placement and tactical

    positions, so select your Mission before proceeding.

    Step 4Terrain PlacementFor Standard terrain placements, players roll a d6 and the player with the highest roll may choose

    who places first. Terrain placement then proceeds clockwise around the table. Containersbeing used as Secondary Objectives, and purchased terrain elements, are not placed in Step

    4.

    Step 5Tactical PostionsMissions whose Tactical Positions are listed as Standard use the following rules. Unless

    specified otherwise by mission setup, players roll a d6 and the winner chooses their access zone

    first.

    Permanent Access Zones

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    All permanent access zones must be determined before any other tactical positions. Players

    should roll off for selection of board edge, with the highest number choosing the first edge andselection then proceeding clockwise.

    If the mission does not specify the access zones to be used, the permanent access zone placement

    will always follow the same patterns, for example:

    For play on a 3 x 3 board with four players, each player has a 12 access zone in the middle ofa table edge.

    For play on 4 x 6 boards with three players, use the basic setup for the 4 by 4 board but

    extend the long zones to 36 and the short zones in the corners for players 2 and 3 to 24.

    For play on 4 x 6 boards with two players, use 36 access zones on opposite table edges.

    For play on 4 x 6 boards with four players, extend the long zones to 36, each placed in the

    middle of a table edge.

    Drop Zones and Neutral Access ZonesIf the mission does not specify otherwise, each player gets 2 Drop Zones, or 2 Neutral Access

    Zones, or one of each. A Bunker, if purchased by a player, counts as a Drop Zone from this

    allotment.

    Drop Zones, Bunkers, and Neutral Access Zones are placed after all other terrain.Neutral Access Zones are 20cm in length.No Neutral Access Zone may be placed within 30cm

    of a permanent access zone.

    Drop Zones may be specified pieces of terrain, or designated locations on the table. Drop Zonesmay not be placed within 30cm of an objective.

    VIPlace Objectives and Purchased TerrainIf the mission to be played requires the use of Objectives they should now be placed on the table.

    No Objective may be placed within 20cm of any board edge.

    No Objective may be placed within 20cm of any other Objective.

    No Objective may be placed within 30cm of a permanent access zone.

    Secondary Objectives are then placed, followed by purchased terrain pieces.

    VIIFinalize ArmiesPlayers should now make any desired adjustments to their army lists, and begin the game.

    Special note for high AP-value games:

    If players should choose to engage in very high AP-value games, they may wish to increase the

    RP generated by capturing and controlling Secondary Objectives as specified by the mission.For 5,0007000 AP games, we suggest doubling the RP amounts.

    For games larger than 7000 AP, we suggest tripling them.

    Mission 1Kill Em All!

    Forces Available:Each player has equal AP available. Assault to Reinforcement ratio is 2:1.

    Tactical Positions:Standard.

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    Primary Objectives:

    - Eliminating an Infantry unit: 2 VP- Eliminating a unit of armored fighting vehicles: 1 VP

    - Eliminating an officer: 1 VP

    Secondary Objectives:

    - Capturing a container or tactical position: 150 RP- Controlling a container or tactical position: 100 RP

    Cease Fire:

    The game is over after Round 6. The player who has the most Victory Points wins. If any twoplayers have the same number of Victory Points, the game is a draw.

    Variations:

    For extra variety, roll a d6 after the Kill Em All! Mission is rolled.1-2Play the mission as normal

    3-4Scouting Mission! Assault to Reinforcement ratio becomes 1:3. Capturing a secondary

    objective is now worth 250 RP, and Controlling a secondary objective is 200 RP.

    4-6Assassination! Company Commanders on foot are worth 3 VP. Company Commanders

    in Type 2 or higher Combat Striders are worth 5 VP. You may generate VP on a singleCommander twice, once for destroying their Combat Strider, and again for killing them on foot.

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    Mission 2Hold That Ground!

    Forces Available:Each player has equal AP available. Assault to reinforcement ratio is 2:1.

    Tactical Positions:

    Standard

    Primary Objective:The center of the board is designated Objective Point Alpha.

    - Capturing Point Alpha: 5 VP

    - Controlling Point Alpha: 1 VP- Eliminating any enemy unit: 1 VP

    Secondary Objectives:

    - Capturing a container or tactical position: 150 RP- Controlling a container or tactical position: 100 RP

    Cease Fire:The game is over after Round 6. The player who has the most Victory Points wins. If any two

    players have the same number of Victory Points, the game is a draw.

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    Mission 3Resource Control

    Forces Available:Each player has equal AP available. Assault to reinforcement ratio is 2:1.

    Tactical Positions:

    Standard

    Primary Objectives:A number of Objectives equal to the # of players +1 is to be placed on the table. The players roll

    a d6, and the winner chooses who places the first Objective.

    - Controlling an Objective: 1 VP

    Secondary Objectives:- Capturing a container: 150 RP

    - Controlling a container: 100 RP

    Cease Fire:The game is over after Round 6, or when one player has 5 VP after the Control Phase. If all the

    players have the same number of victory points the game is a draw.

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    Mission 4Combat Landing

    Forces Available:Each player has equal AP available. Assault to reinforcement ratio is 3:1.

    Tactical Positions:

    Each player is given three Landing Zone markers. Each marker will create a Deployment Zone

    in a 10cm radius around the marker.The players roll a d6 and the players with the highest roll chooses who places the first token.

    Placement then proceeds clockwise.

    No Landing Zone marker may be placed within 20cm of another Landing Zone token.Each player then also places one 20cm Neutral Access Zone on a table edge. There may not be

    two Neutral Access Zones on a single table edge.

    Primary Objectives:- Eliminating an Infantry unit: 2 VP

    - Eliminating a unit of armored fighting vehicles: 1 VP

    - Eliminating an officer: 1 VP

    Secondary Objectives:

    - Capturing a container or tactical position: 150 RP- Controlling a container or tactical position: 100 RP

    Cease Fire:The game is over after Round 6. The player who has the most Victory Points wins. If any two

    players have the same number of Victory Points, the game is a draw. If only one players army

    remains on the table by the end of the game, that player is the winner by default.

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    Mission 5Hold The Line!

    Forces Available:For an even number of players, each player has an equal number of AP available. For three

    players, the Defender gets twice the combined AP of the Attacking players. For four players

    there will be two Defenders operating as a team, and two Attackers operating as a team.

    The assault to reinforcement ratios are as follows: for the Attacker(s) 3:1, for the Defender(s)1:1.

    Tactical Positions:

    Prepared Position (see the main AT-43 rulebook).Each player rolls a d6. The winner will be the Defender for this mission. If there are 4 players

    the Defender may either choose a willing partner, or the remaining players roll a d6 and the

    winner is the second Defender.

    The Defender chooses a table edge (it must be a long table edge on a 4 by 6 table), and has a

    Deployment Zone from this table edge to the middle of the table. The opposite table edge is the

    Attackers permanent access zone.

    The Defender then places one 30cm long Neutral Access Zone on a remaining table edge,

    The Attacker is allowed to place 2 Drop Points. The only restriction is that they may not bewithin 30cm of the Neutral Access Zone.

    Primary Objectives:Beginning at the end of Turn 2, either team may begin accruing Victory Points.

    During the Control Phase, the Defender earns 5 VP for every turn that the Attacker has no units

    in his half of the table, and 2 VP for every turn the Attacker does have units in his half of the

    table.

    The Attacker earns 3 VP for every turn he has units in the Defenders half of the table. In

    addition, the Attacker earns VP for evacuating units off the opposite table edge from his access

    zone: 5 VP for infantry units and 2 VP for AFV units.

    Secondary Objectives:- Capturing a container or tactical position: 200 RP

    - Controlling a container or tactical position: 150 RP

    Cease Fire:The game is over after Round 6 or when one player earns 15 VP. If two players or two teams

    have the same number of VP, the game is a Draw.

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    Mission 6Rescue

    Forces Available:Each player has equal AP available. Assault to reinforcement ratio is 3:1.

    Tactical Positions:

    Access Zones are Standard. No Drop Points may be placed within 30cm of the table center.

    Primary Objectives:After all Tactical Positions have been determined, put a model in the direct center of the table.

    This is the model to be Rescued. It may not be killed.

    In order to Rescue the model, an Infantry or Soldier unit must end its movement withinCoherency range. The Rescue model is then considered part of the Infantry or Soldier unit,

    which becomes the Escort unit. To win the game, an Escort unit must evacuate itself entirely off

    any table edge.If the Escort unit is engaged in Close combat, the Rescue model is detached from the unit and

    must be re-acquired by an Infantry or Soldier unit. If the Escort unit is destroyed, the Rescue

    model is now considered Free.

    At the beginning of every game Round in which the Rescue model is unescorted, it will panic

    due to the battle taking place around it and make a 14cm movement in a random direction. Placethe template over the Rescue model and roll a d6 to determine the direction.

    The Rescue model is subject to all normal terrain restrictions. It will move towards the closestentrance of a building that its path encounters. If it encounters Dangerous or Impassive terrain,

    it will finish its movement along the edge of that terrain element adhering as closely as possible

    to the direction rolled.

    If it reaches a board edge it will remain on the board and finish its movement adhering as closelyas possible to the direction rolled.

    Secondary Objectives:

    - Capturing a container or tactical position: 200 RP- Controlling a container or tactical position: 150 RP

    Cease Fire:

    The game is over when the Rescue model is Evacuated from the battle, or after 6 turns on a 3 x

    3 table, 7 turns on a 4 x 4 table, or 8 turns on a 4 x 6 table.

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    Appendix I: Assault/Reinforcement SplitsThe AT-43 Mission Generator expresses Assault/Reinforcement splits as ratios in

    order to support the widest potential Company AP sizes as possible.

    Use the following chart to cross-reference the total AP of your Companies with the

    given Assault/Reinforcement split for your mission to determine the size of your

    Assault Force.

    Each row represents the split for Companies whose AP begins at the value listed,

    and up to the value of the following row. For example, a 1750 AP company uses

    the 1500 row. A 6300 AP Company uses the 6000 row. AP Size of Assault Force

    Total CompanyAP1:1

    Split2:1

    split

    3:1split

    1500 750 1000 1125

    2000 1000 1300 1500

    2500 1250 1700 1875

    3000 1500 2000 2250

    3500 1750 2300 2625

    4000 2000 2700 3000

    4500 2250 3000 3375

    5000 2500 3300 3750

    5500 2750 3700 4125

    6000 3000 4000 4500

    6500 3250 4300 4875

    7000 3500 4700 5250

    7500 3750 5000 5625

    8000 4000 5300 6000

    8500 4250 5700 6375

    9000 4500 6000 6750

    9500 4750 6300 7125

    10000 5000 6700 7500