This has been extremely fun to run, and I thank all of you guys for participating, but I must now say that I am dropping it almost entirely because I've accomplished a lot of what I wanted to do when I set out to run this which was testing out the system to see how well it works. You guys were a great help in testing this and helped my find a number of things that needed to be fixed, most of which revolved around an overabundance of ammunition or from my rather slapdash method of rolling crits which revolved around making lists on the spot. Any who I'm not going to end it at just that, to those interested below you can find the ruleset I was using along with the existing unit stat blocks which you didn't get to see in the game.
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=Combat Rules=
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d20 Accuracy System with Critical Hits being on the higher end of the rolls
Critical Hits will have separate charts to roll on for based on whether they are Infantry, Tracked, Wheeled, Helicopter, or Plane.
Units have health that is calculated from the type of unit, the number per unit, armor, and the like.
Damage modifiers based on direction being attacked from (more important for vehicles since they will have top, side, back, front, and bottom armor.
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=Accuracy=
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1-6: Miss
7-10: Glancing Hit
11-17: Direct Hit
18-20: Critical Hit
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=Accuracy for Artillery=
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1-3: Massive Deviation (Base Deviation of 3 Tiles)
4-6: Large Deviation (Base Deviation of 2 Tiles)
7-13: Minor Deviation (Base Deviation of 1 Tile)
14-17: Direct Hit
18-20: Critical Direct Hit
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=Deviation Chart for Arty=
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1 - No Deviation
2 - West
3 - South-West
4 - South
5 - South-East
6 - East
7 - North-East
8 - North
9 - North-West
10 - No Deviation
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=Flanking, Ambushing, and Such=
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=Flanking=
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Flanking can be done when a unit is engaged with another unit, and they are attacked from another side (left, right, or behind). When a unit is flanked they are forced to make a morale roll (at no penalty) every turn, and all units attacking said unit earn +2 to accuracy rolls.
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=Ambushing=
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Ambushing is done whenever a unit is attacked by a unit that has not been detected (excluding artiller though bombardment will be detailed later), when this occurs the unit being ambushed is forced to make a morale roll at -4, suffers -2 to accuracy for 2 rounds, and gives the ambushers +2 to accuracy rolls.
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=Bombardment=
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Units that come under bombardment from artillery are forced to make morale rolls on the first turn of bombardment, and every other turn after that ddue to the pressure, stress, and horror of constantly suffering explosions in close proximity or right ontop of you.
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=Smoke Deployment=
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Some artillery pieces are capable of deploying smoke on a position, this smoke obscures vision both inside and out giving a -4 to accuracy rolls being fired into it and out of it. It also gives a -5 to detection rolls to units trying to detect units inside of smoke (though smoke is a clear indicator to where units are).
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=Detection=
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Units have a basic view range, anything within that view range can be seen so long as it has been detected, every turn a unit spends in detection range of a unit that isn't detected they roll 1d10 (anything above a 6 means they remain undetected).
Basic units have a view range of six tiles.
Units with poor optics have a view range of four tiles.
Units with good optics have a view range of eight tiles.
Units with great optics have a view range of ten tiles.
Units with excellent optics have a view range of twelve tiles.
Detection through more than one tile of forest reduces the view range by half.
Detection through buildings only goes one tile into the structure, if the building is two tiles deep you can only see through the nearest ones facing that unit.
Detection through mountains works the same as with buildings.
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=Movement, Terrain, and More=
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=Terrain=
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Plains -
No Movement Penalty, +1 to detecting units here.
Hills -
No Movement Penalty, -1 to accuracy rolls being made to attack units here, -1 to detecting units here.
Forest -
Costs 2x Movement per tile, -2 to accuracy rolls being made to attack units here, -2 to detecting units in forest, -2 to accuracy rolls to attacking out of forests if you're not on the border of the forest.
Mountain -
Costs 3x Movement per tile, blocks line of sight if the unit is on the opposing side, +2 to detecting units here if they're on the same side as the detecting unit. All tanks cannot pass through here.
Swamp -
Costs 2x Movement per tile, -2 to detecting units here, -2 to accuracy rolls to attacking units and those fighting from these tiles
River -
Cannot be passed by anything other then Infantry, Amphibious, or Flying Units. 2x Movement Cost.
Road -
Costs .5 Movement per tile (5m instead of 10m). +1 to detecting units on these tiles.
Buildings -
Costs 2x Movement per tile, can only be entered by Infantry, Light Vehicles, and Flying Units, Infantry can garrison here, -2 to accuracy rolls against units here, -2 to detecting units here, +2 to morale rolls for units here
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=Movement=
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Each tile on the map is considered to be 10m distance. Units can move up to their total move distance in meters effected by the terrain they move through, their condition, and such.
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=Units, Stats, Traits, and More=
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A unit is the specific thing being controlled by the player or GM that takes part in the game. Units vary from Infantry, to Light Tanks, to artillery and more and every unit has their own Traits, Weapons, and stats that determine how they work in combat.
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=Stats=
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HP - Health Points, this is the value that determines how much damage the unit can take and is modified by numerous factors
Armor - Armor is the amount of damage a unit can shrug off from an attack, most units will have Top, Front, Side, Rear, and Bottom Armor values while things like infantry only have a single armor value.
Type - Types is the classification of the unit such as infantry, APC, light tank, etc.
Squad Count - (only factors in on infantry) This is the number of infantry you get per unit, and their makeup (for instance a basic infantry unit will have 9 riflemen, and an 1 atgm soldier)
Size - Size determines what cover the unit will fit into.
Movement - This is how far the unit can move
Traits - The special modifiers a unit has.
Armaments - Armaments are the weapons a unit has available to it.
Armament Stats:
Range - Range is the total distance that the weapon can be used at, and in some cases the minimum distance it can be used at.
Damage - This is the amount of damage a single hit from that weapon will deal to someone.
Fire Rate - This is how many times the weapon can shoot per turn.
Damage Type - This is the type of damage the weapon deals and determines how effective it is against certain units, against armor, and more.
Ammunition - This is how many times the weapon can be fired before it no longer has any ammo to use.
Fire Time - The number of turns after firing it takes for the armament to fire again.
Modifiers - Modifers cover the various effects that change how the guns work, from penalties to accuracy, to armor negation, and more.
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=Damage Types=
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Small Arms - This is the classification for most infantry weapons, it means that these weapons are essentially useless against anything other then other infantry and maybe jeeps or other very, very lightly armored vehicles.
High Explosive (HE) - This kind of Damage Type ignores 4 armor from the target its hitting, 3 if its the front armor of a tank or higher class vehicle.
Incendiary - THis Damage Type is most effective against infantry and lighty armored units, and ignores any armor below 4 while dealing an extra 2 damage to those kinds of units. This also has a chancce to light the area they're in on fire, and does half damage against anything with armor 5 and up.
Armor Piercing (AP) - AP negates 3 Armor all around and is effective against all units except Infantry.
Kinetic Energy (KE) - KE deals the listed damage for the armament up to from half of the distance and up, for every 1/10th below half the max range the KE weapon is from the enemy it will 5 extra damage should it hit.
Unique - This is a category for all weapons outside of those listed above and is usually described in the armament info.
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=Traits=
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Experience (?) - Experience is a measure of how much combat experience, practice, and the like a unit has acquired throughout the course of its lifespan. There are six levels of experience, Militia, Green, Bloodied, Battle-Hardened, Veteran, and Legendary.
Militia - Only certain units have this Experience level, it signifies that they are likely to rout (-4 to morale rolls), ill-equipped, and unexperienced units. Units with this experience rate cannot gain higher experience ranks and aren't likely to be able to actually survive long enough to obtain them. -2 to accuracy rolls, -3 to morale rolls.
Green - These are freshly hired units, unproven on the battlefield. -1 to Accuracy Rolls, -2 to Morale Rolls.
Bloodied - These units have seen the field of battle, and killed their foes. No Accuracy Penalties, No Morale Penalties. Requires 5 Unit Kills.
Battle-Hardened - These units have seen many a battle and proven their worth. +1 to Accuracy Rolls, +1 to Morale Rolls. Requires 10 Unit Kills.
Veteran - These units have seen wars, survived them, even won them. They are well accustomed to war, and superior to many other. +1 to Accuracy Rolls, +2 to Morale Rolls. Half penalty from being flanked. Requires 20 Unit Kills.
Legendary -+2 to Accuracy Rolls, Auto-Success on Morale Rolls, Suffer No Penalties from Being Flanked, Suffer half the penalties for being ambushed. Requires 50 Unit Kills.
Decent Optics - +2 to detecting units in anything but forest, swamp, and hills.
Good Optics - +2 to detecting units in all terrains
Great Optics - +3 to detecting units in all terrains
Excellent Optics - +4 to detecting units in all terrains
Tracked - Determines what Terrain Penalties are followed for Light Vehicles and Transports.
Wheeled - Determines what Terrain Penalties are followed for Light Vehicles and Transports.
Ampihbious - Allows a vehicle to pass through rivers, and lakes like any infantry unit.
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=Unit Types=
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Infantry -
Base HP: 10 per soldier
Base Movement Speed: 50m
Terrain Penalties: Mountains(1/2), Swamp(1/2)
Transport - Have no, to very little armaments. Are used to transport infantry (1 squad per transport).
Base HP: 80
Base Movement Speed: 300m
Terrain Penalties: (Wheeled)All as per normal; (Tracked) Mountain, Forest(1/2), Swamp(1/2); If its a flying transport then None
Attack Helicopter -
Base HP: 150
Base Movement Speed: 500m
Terrain Penalties: None, they fly
Light Vehicles - Light Vehicles are things like jeeps, trucks, bikes, etc.
Base HP: 150
Base Movement Speed: 300m
Terrain Penalties: (Tracked) Mountain, Forest(1/2), Swamp(1/2); (Wheeled) All
Light Tank -
Base HP: 150
Base Movement Speed: 200m
Terrain Penalties: All
Medium Tank -
Base HP: 200
Base Movement Speed: 150 M
Terrain Penalties: All
Heavy Tank -
Base HP: 300
Base Movement Speed: 100 M
Terrain Penalties: All
Artillery -
Base HP: 150
Base Movement Speed: 100m
Terrain Penalties: All
Anti-Air -
Base HP: 150
Base Movement Speed: 200m
Terrain Penalties: All
Makarov Weapons Teams
HP - 50 (25 per Soldier)
Armor - 3
Type - Infantry
Squad Count - 1 Gunner, 1 Loader
Size - Tiny
Movement - 50m
Traits - Experience (Bloodied)
Armaments:
Makarov Heavy Machine Gun
[Range: 160m, Damage: 5, Fire Rate: 6, Damage Type: Small Arms, Ammunition: 600, Modifiers: Inaccurate, Stationary]
Krimov Combat Engineers
HP - 50 (10 per Soldier)
Armor - 3
Building Materials - 20/20
Type - Infantry
Squad Count - 5 Engineers
Size - Tiny
Movement - 50m
Traits - Experience (Bloodied)
Armaments:
Auto-Kar31s
[Range: 100m, Damage: 3, Fire Rate: 2, Damage Type: Small Arms, Ammunition: 100]
SATMS Squads
HP - 50 (25 per Soldier)
Armor - 3
Type - Infantry
Squad Count - 1 Gunner, 1 Loader
Size - Tiny
Movement - 50m
Traits - Experience (Bloodied)
Armaments:
Mk. VI Wolverine SATMS
[Range: 200m, Damage: 50, Fire Rate: 1, Damage Type: KE, Ammunition: 8, Modifiers: Accurate, Stationary]
K43AST (Krimov Model43 Armored Supply Transports)
HP - 90
Armor - 4 Armor (Front, Sides, Rear), 3 (Top)
Type - Transport
Size - Small
Movement - 150m
Traits - Experience (Green), Tracked
Krimov Militia
HP - 50 (5 per Soldier)
Armor - 2
Type - Infantry
Squad Count - 10 Riflemen
Size - Tiny
Movement - 50m
Traits - Experience (Militia)
Armaments:
Auto-Kar31s
[Range: 100m, Damage: 3, Fire Rate: 2, Damage Type: Small Arms, Ammunition: 600]
Krimov Spec Ops
HP - 50 (10 per Soldier)
Armor - 3
Type - Infantry
Squad Count - 3 Riflemen, 1 Sniper, 1 Support
Size - Tiny
Movement - 50m
Traits - Experience (Bloodied), Stealthy (-2 to Detecting them), Good Optics - +2 to detecting units in all terrain
Armaments:
Auto-Kar31s
[Range: 100m, Damage: 3, Fire Rate: 2, Damage Type: Small Arms, Ammunition: 100]
Halterden Model IV Sniper Rifle
[Range: 200m, Damage: 10, Fire Rate: 1, Damage Type: Small Arms, Ammunition: 20, Modifiers: Accurate]
RPG-L1A
[Range: 160m, Damage: 30, Fire Rate: 1, Damage Type: HE, Ammunition: 12, Modifiers: Accurate]
Mk. II Kraken LAV
HP - 120
Armor - 4 (Front, Sides, Rear), 3 (Top)
Type - Light Vehicle
Size - Small
Movement - 100m
Traits - Experience (Green), Tracked
Armaments:
90mm C23 'Haymaker'
[Range: 180m, Damage: 20, Fire Rate: 2, Damage Type: HE, Ammunition: 30, Modifiers: Inaccurate]
Pintle-Mounted Makarov Heavy Machine Gun
[Range: 160m, Damage: 5, Fire Rate: 6, Damage Type: Small Arms, Ammunition: 600, Modifiers: Inaccurate]
M23 Justicar
HP - 150
Armor - 6 (Front), 5 (Side), 4 (Rear), 3 (Top)
Type - Light Tank
Size - Medium
Movement - 150m
Traits - Experience (Green), Tracked
Armaments:
120mm Leveler Smoothbore Cannon
[Range: 200m, Damage: 40, Fire Rate: 1, Damage Type: KE, Ammunition: 15, Modifiers: Inaccurate]
Pintle-Mounted Makarov Heavy Machine Gun
[Range: 160m, Damage: 5, Fire Rate: 6, Damage Type: Small Arms, Ammunition: 600, Modifiers: Inaccurate]