army themes

Overall themes of Army UPF – light, fast, manoeuvrable, good morale – can strike hard when required to do so ( low logistics)

SATHAR – Solid, heavy firepower/ reliant on artillery/vehicles, but have some deadly close combat troops available. Good morale ( medium logistics)

MILITIA – Solid defensive units, cheap and numerous; weak morale ( high logistics)

PIRATES/ CORPORATIONS – Varied; weak morale (medium logistics)

Morale Rules - very rough

DICE ROLL (D6)

 
1 – Add D6 to enemies modifier ( on a roll of a 1 no bonus is counted to either side)
2 – 5 Add to AI
6 – Add to AI and use rules below

 
Special attack If the Inf vs Vehicle, use higher of AI/AA and add this bonus to attack modifier.
If it is Inf vs Inf, roll another D6 to combat modifier (normal roll) 

Apply combined results to all combatants. The results given are for:
1.      Units in Combat
2.      All other units 
Results: 
Deadlock: Both combatants continue combat until next round – roll to see if any units are lost
Slight difference: Loser roll to see how many units lost, then attacker. Loser is pushed back 5cm (if in cover, they remain locked in place – unless the defender wishes to move back) the defence bonus is lost.
Big difference: Loser pushed back 10cm and rolls as above for losing units.
Huge difference: Loser/ winner rolls for lost units and pushed back 10cm. If attackers move is greater than loser, then all units lost. 
FORMATIONS

 
Inantry Platoon        6 x Inf; 3 x carrier
Options: Infantry – elite(+1 to AI or AA, improved morale)
Heavy weapons – Hvy laser, Antiaircraft, Arty
Jump Troopers
Vehicle options – Air Transport, Fast trak, Sled, none 

Morale – Total the number of figures in the unit. Halve this amount and round down. This is the units morale and is how many figures can be lost before morale is checked ( must be checked every turn)
 

add +1 to the morale total for each elite/ Commander in the unit.
 
 i.e. 6 inf + 3 carriers = 9/2 = 4.5, rounded down to 4 – 4 units can be lost before the unit is tested for morale purposes. If one of the units were upgraded to commander, then the morale score would be 5. 

Morale is determined before the battle, if an elite/commander is lost during the game, this still only counts as a loss, not two. Some units do not need to check morale – namely Sathar units.

 
If a unit fails its morale, halve their AI/AA- if applicable. If a formation fails morale and is involved in close combat and loses, they are automatically destroyed. 

*units that are suppressed, do not suffer from the above, they are physically forced to stop due to weight of fire.
 Required 2D imagery of stands.

Sathar Attack Force

Units for Sathar Attack Force Force 2 name TBC
 
NameAIAADEFMoveRangePts
Seeded monsters4-230cmBase contact only3
Cyberdragon5/2*3/2*425cm25cm12
Robots22215cm35cm6
Infantry11115cm35cm3
HW Infantry3 points either in AI or AA115cm65cm5
APC, Hover22235506
Tank, Hover (Light)33330659
(Med)344257511
(Hvy)354259016, Shielding
Artillery, HE42220100Indirect 10pts
AP24220100Indirect 10pts
Pulsar Cannon15210708
Orbital lander--3--Orbital transport (6), 9pts
Large--5--Orbital Transport (20), 25
Air fighter33390cm45cm10
Inf (inferior)1-115303pts, no extras, no morale
 
Strategy behind SAF

Seeded creature are dropped first to disrupt enemy forces. Drop in landers loaded with inf/ pulsar cannons/ HW inf/Rob – beachhead.
After established Arty, Hover tanks/ APC’s 

Special rules for Sathar
Seeded monsters – disruption, close combat
Cyberdragons – close combat
Robot – special rules ( see earlier)
HW inf – move or fire
APC hover – hover, transport (2)only inf
Hovertanks – hover, spotter
Inf – spotter
Arty HE – indirect, barrage 6cm
Arty AP –
Pulsar canon – move or fire
Orbital lander – once deployed immobile
Airfighter – spotter (2)
Inf (cyber) – special see below 

Sathar – suicide/ self destruct. Will not surrender, will kill themselves in certain circumstances. Can be broken, but do not suffer the ill effects of the halve AI/AA.
Option

 
Due to the fanatical nature of the sathar, morale is worked out differently. 50% of total points is the break value of the sathar ( as normal) once this number is reached, the sathar become enraged, add +1 to AI/AA, -1 DEF to a minimum of 1 ( including vehicles) If the force reached 2/3 Casualties, the sathar fall back, retreat or kill themselves – remove from board – will no longer participate in the battle. 

Sathar will always attempt to kil civilians where possible, even if military options are available. This is to break the will of the inhabitants/ cause terror – main focus of sathar.

Due to relatively cheap worth of sathar lives, inferior infantry can be used, these are cyberdised troops who ignore morale and all morale checks – fight to the death.