Units

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Aerospace - Fixed Wing


There are three fixed-wing aircraft currently available, Bombers for air-to-ground damage, Fighters for air-to-air engagements, and Heavy Air Transports for logistical transportation. All fixed wing aircraft must land at designated Airfields. Additionally, all Aerospace assets have access to Orbital Movement.

Bomber

Hits 2, Speed 6 , Range 0 (Must Fly Over Target) d6 Cluster Ordnance

  • Bomber units can be issued the Air Strike Order, to target specific units on the battlefield instead of by priority.
  • Whenever a Bomber unit makes an attack of any kind, it must land at an Airfield or Orbital Hangar and rearm before it can attack again
  • The bomber is crewed by 1 Pilot
  • Bombers can be used to attack Bridges, by rolling a d6 against the following table
    • 1 - Miss: The bridge suffers no damage.
    • 2-4 Minor Damage - The bridge suffers 1 Hit. Upon suffering the first Hit, until repaired, tanks cannot use the bridge. Upon suffering two Hits, no vehicle can use the bridge. Upon suffering three Hits, the bridge is destroyed.
    • 5-6 - The bridge is destroyed, regardless of how many Hits it had suffered previously.

Fighter

FS 6, Speed 6, Range 1, d6 against Air Units

  • Hold Position or Advance - Will Intercept and engage enemy air units on contact as priority. Will fly “CAS” Close Air Support, offering +2 bonus against a single enemy ground unit when friendly infantry are rolling for damage if no air units are in the area to intercept. (Note that aerospace orders will be reworked shortly, and will probably have designated order types for CAS, CAP, etc.)
  • MUST LAND AND REARM AFTER ANY ATTACK. Use of 1 Supply.
  • Must land at Airfields.

Heavy Air Transport

FS 3, Speed 5, No Weapon

  • Paradrop Infantry and light vehicles, infantry / light vehicles can exit in flight.
  • Must not be under Maneuver Order Type for troops / Light Vehicles to para-exit.
  • Can Carry 5 Infantry, 2 Vehicles, and 5 Supply

Aerospace - VTOLs


The defining feature of VTOL craft is the ability to preform Vertical Takeoff and Landing, allowing all VTOLs to land in any open space, without need for an Airfield.

Heavy VTOL

FS 6, Speed 3, Armour 1, No Weapons

  • Carry 1 MBT, functional or disabled, or smaller vehicle unit.
  • Can’t carry infantry units. Can’t carry a vehicle holding an infantry unit, such as a IFV or a Logi Truck.
  • Can lift Supply packaged by engineer players. Up to 3 Supply. Uses up a full engineer's speed to package a supply box. Teamwork!

VTOL

FS 4, Speed 3, Armor 1, Range 1, D2 Nose Gun

  • Carry 1 infantry unit or 1 Supply
  • Can join nearby unit's engagements with the D2 Nose Gun, ground or air

Ground - Vehicles


Ground Vehicles all share several properties. First is the Hit system, with any amount of damage dealing 1 Hit, this, often combined with high armour values, makes it so Vehicles can take more damage than any other unit. The second shared property is the Subsystem system, whereupon being dealt damage from a D6 source that rolled a 5 or a 6, part of the vehicle will become nonfunctional, on a 5 it is the source of locomotion (wheels, legs, tracks), on a 6 it is the primary weapons system. Third, vehicles can be abandoned by their crew, leaving the player with a 3 FS non-combatant Ground Crew unit that can repair subsystems, or ditch the vehicle to escape and potentially take control of another. Fourth, as all ground vehicles use hits, they can be repaired by engineers at a cost of 1 Supply per hit repaired. Fifth, destroyed vehicles that were abandoned by their crew can be salvaged at cost of 1 Supply by engineers to bring them back at 1 Hit.

Infantry Fighting Vehicle

Armour 2, 3 Hits, Speed 2, d4 Snub Cannon, Range 1, AP 1

  • Can carry 1 unit of infantry, and is the heart of a mechanized infantry company
  • Like all transports, infantry inside are killed upon unit death

Light Mech

2 Hits, Armour 1, Speed 4, Range 1, d4 - Light Laser Cannon

  • Can move through enemy ground formations
  • Access to Skirmish Specialized Order Type
  • Not slowed by elevation increases
  • Can be abandoned by a pilot. EJECT!

Light Vehicle

2 Hit, Speed 4, Range 2, d4 Heavy Machine Gun

  • Not slowed by elevation increases
  • Can be para-dropped from Heavy Air Transport (HAT)
  • Access to Skirmish Unique Order Type
  • 2 Light vehicles working together can carry 1 infantry squad or 1 Supply

Logistical Truck

1 Hit, Speed 3, No Weapon

  • Can carry 2 units of infantry or 2 Supply and Tow 1 unit of either artillery or disabled friendly ground vehicle
  • Gains +1 Speed on roads
  • 1 Hit and no armour means that any damage will kill you instantly. Don’t get hit. Have someone between you and the enemy

Main Battle Tank

Armour 3, 3 Hits, Speed 2, d6 Canon, Range 2 AP 3

  • Targets Enemy Armour as priority.
  • Best Armour Penetration
  • Can be carried by HAT, Heavy VTOL


Ground - NonCombatant


Engineer

Force Strength 4, Non-Combat Unit. 2 Supply Carry Capacity.

  • Can construct and repair what's needed on the battlefield.
  • Spending 1 supply the engineer can take the repair action and repair one hit or full FS on a mechanical unit
  • Can dig Trench lines, lay razor wire, setup tank traps at the length of 1 grid length per round. Mark locations on map. These can be zig-zagged. Remember: facing matters
  • See Player Built Structures for structure details

Ground Crew

Force Strength 3, Non-Combat Unit.

  • The Ground Crew unit only comes from abandoning Ground Vehicles, and are not meant to be played as a long term unit
  • Has access to the subsystem repair special order, takes no supply

Medic

Force Strength 4, Non-Combat Unit

  • Restores 1 lost FS to up to 2 infantry units in close proximity at the end of combat.
  • The same unit cannot be healed by two separate Medic units at the same time.
  • Over the course of 1 full round, by spending 5 Supplies and with the help of an Engineer unit, Medics can set up a MASH center, doubling the healing.
  • Can support local populations with Aid
  • Can attempt to treat illness from natural or bio-chemical warfare effects


Ground - Other


Artillery

FS 3 Range 4, Speed 1

  • Artillery units must be deployed to attack and packed up to move. Both cost .5 Speed.
  • When joining in on an Assault, Artillery starts a creeping barrage hammering the enemy position for a +1 damage bonus to attacking ground forces.
  • Artillery units can be issued the Bombard and Defensive Fire Specialised Order Types (See Specialized Order Types).
  • When an Artillery unit fires, it must then be reloaded with 1 unit of Supplies to fire again.
  • Once deployed can stockpile Supplies delivered by logi units and share them with nearby allied units.
  • Engineers can Dig Artillery In for +1 Defense. This represents the engineers and crew building sandbags walls and fortifications around the guns.
  • The crew of an Artillery unit can abandon the pieces in the field, spawning a Ground Crew unit (see above). If so, the Artillery unit is considered destroyed and, thus, removed from the campaign only if both the pieces are destroyed and the Ground Crew killed.
  • By expending 1 Supply, a unit of Engineers can salvage an Artillery unit, as long as its crew abandoned the pieces and is still alive.
  • Artillery can directly attack Bridges by rolling a d6 against the following table. Attacking Bridges still requires the pieces to be reloaded after each attack.
    • 1 - Miss: The bridge suffers no damage.
    • 2-4 Minor Damage - The bridge suffers 1 Hit. Upon suffering the first Hit, until repaired, tanks cannot use the bridge. Upon suffering two Hits, no vehicle can use the bridge. Upon suffering three Hits, the bridge is destroyed.
    • 5-6 - The bridge is destroyed, regardless of how many Hits it had suffered previously.

Infantry


Currently, there are only stats for base infantry, sidegades that switch the base mechanics of the unit (PAI, SF, etc.) will go here, upgrades that swap FS for functionality (Stinger, HMG, AT4, etc.) will be found under Upgrades

Force Strength 6, Range 1, Speed 1, D6 Attack

  • Can enter structures for a defence bonus.
  • Damage Max goes down as Force Strength takes damage.
  • Can shield friendly Medics, Engineers and Logi from enemy ground force damage if in front of those units. Positioning and facing matters!
  • Can load into Logi Trucks, VTOL’s, IFV’s, HATS.
  • Can paradrop from HAT’s down into open spaces, attempts to paradrop into forests or urban areas will cause your unit damage (d6 roll). All other flying transports must be landed for units to disembark
  • Has access to Dig In, a Specialized Order Type
  • Can Block Enemy forces from moving through their position, with the exception of Mech Walkers and flying units.
  • Has a Facing. Can be Flanked. (Flanked units gain a -3 to defence)
  • Can’t cross rivers.
  • Gains defence bonus from being above enemy forces and manning fortifications

Orbitals


At this point orbitals are being banished to their own page, Orbital Mechanics are going to be completely different, so for now all orbital references will be sent to [[Orbitals]]


WIP class