Appendix G

Appendix G
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Monday, February 5, 2024

BOUNCE! Rules for small tactical wargame-looking engagements just like mom used to make

BOUNCE!
 rules for small tactical wargame looking engagements just like mom used to make

Each armor gets assigned a movement rate in hexes.  This is it’s “bounce” rating.  Lit.  rapid high end movement in armor.   Each major weapon gets assigned a range…in hexes.  Provide a hex map with stuff on it.  Go. They are playing GEV before they know it

Terrain rules should be super simple. 
Mountains imperial forces – Light bounce rating reduced by one; Jump ignores terrain 
PL 4-6 forces bounce reduced to 1.  All forces AV increased by one. 
Hills ignorable terrain by imperial forces, reduces bounce rating of PL 4-6 forces by half. 
Organic Wet (Bog, Swamp, Marsh) bounce rating reduced by 1; AV increased by 1 
Heavy High Vegetation (Forest, Jungle, AgBramble) bounce rating reduced by 1 
Road imperial units increase bounce rating by 1. PL 4-6 armor/infantry double bounce
Urban bounce rating halved save to evacuate out of Urban hex, AV increased by 1
Vac rules (which mean little unless a suit breach happens)
-Light (Imperial) troops have an effective bounce rating of 1 in Vac.  Jump troops have their full bounce rating. 
Liquid rules
- Imperial units can choose to traverse over the water or underneath it.
- over water increases movement by 1
- under water movement and bounce rating decreased by 1; AV effectively increased by 1

Unit type (by armor, assumes Zero level) 
Light
Garrison AV 1 DV 3 bounce 2
Scout AV 3 DV 3 bounce 4
Attack Infantry AV 2 DV 4 bounce 3
Jump
Battle armor troops AV 3 DV 4 bounce 5
Tact Assault      AV 3 DV 5 bounce 6
Command Armor AV 4       DV 5 bounce 6

Attack Value – derived from bab+1.
Defense Value – derived from AC
Those with force fields or death countermeasures will have a second DV
Bounce rating – by armor, in hexes per turn 
Each hex = 1 mile or so Each turn = 1 minute or so

When using with actual leveled characters.  
The BAB addition will make them gross.
Those with multiple action dice take second action, section action =AV-1, a third action die also but at AV-2 
Other armor DV = AC/6, round up. 

Click here to get the full PDF including three pages of statistics for sample opponents.

This variant and post were brought to you by Dreaming Gynoid's magnificent patrons, without whom none of this would be possible!  Special thanks to all of our current patrons -

Evlyn Moreau, Dyson Logos, Daniel, Mamading Ceesay, PiaLaMode, Tore Nielsen, Beckett, Christopher Tamm, Charlie V,  and Martin Costa. 

We are only able to continue with your support, thank you!  Thank you to all of our patrons, past and present. 

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