Ok, one week later and I got the stuff!
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UNITS AND COMBAT
Units have two ability scores, offensive and defensive. When a unit is moving into another defended area, it fights with its attack strength. When it is being attacked, it fights with its defensive strength.
Being attacked yourself forces you to stay put on the defensive- so for example if Unit A tries to attack Unit B, but A is under attack that turn by Unit C, A has to stop and fight Unit C instead; Unit B gets away with it.
However, one man cannot stop an army moving. This interception only occurs if the inercepting attack strength is at least half of the unit it is attacking.
We add together the strengths of all units on one side in an area to get a combined total. We then compare those two totals. I do not give away the specifics of where things roll over, but what we are interested in is the final ration. For example, if the two sides both have a strength of 10, that is evens. If the attacker has 20 and the defender 10, that is a ratio of 1:2. If the attacker has strength 10 and the defender 15, the ratio is 2:3.
The final result is dealt with by a d6 roll; low is good for the defender and high good for the attacker. But the result will depend on the rations above. If you are completely outnumbered, a good die roll won't win you the whole fight on your own.
Units in a fight- even victorious ones- are liable to take hits. Two hits destroy a unit. Hits cannot be repaired during a battle.
There are three generic rules for the scenario:
WALLS- attacking across walls makes your ratio one worse than it is- for example, if the strengths were evens, they would become 2:3 against you instead. Furthermore, Walls allow the defenders to treat attackers from more than one location as separate attacks, rather than allowing the attackers to combine forces for one super-attack. These abilities stop functioning if the walls are breached.
CITY- Due to the actions of civilians and Osokan familiarity, Osokan armies get +1 to their dice rolls if fighting inside the city.
HEROIC ACTION- successful action by tactical player characters shifts the result of the battle one 'ratio' in favour.
Meanwhile, beyond numbers, some units have certain specialities:
ARMOURED- Armour is a decisive factor in all warfare. Other than generally having high combat scores, if one side has armour in a battle and the other side does not, the ratio becomes one better for the armoured side- for example, if the strengths were evens but only one side had armour, the ratio would become 3:2 in that side's favour.
ANTI-ARMOUR- Anti-armour represents unarmoued units that have a notable capacity to destroy armoured vehicles. This does not increase their combat scores, but it does negate the advantage of the 'Armoured' ability. Note this does not give any superiroity itself; it simply counters the 'Armoured' ability.
SPEEDY- some battle scenarios in future may have a 'Speed' rating, but for this scenario we can keep it simple. Most units can only move one space, but a unit with the 'Speedy' ability can move as many spaces as it wishes until making enemy contact.
HEAVY- Some units have heavy firepower. This will be represented by high combat values, but Heavy firepower also allows the unit to breach walls. At the end of every round where walls were attacked, a d6 is rolled; if the numer rolled is equal or less than the number of 'Heavy' attackers, the wall becomes breached.
In this scenario, Heavy units may not enter the city.
SUPER-ARMOURED- Some units are spectacularly devastating. Super-armoured units gain a ratio superiority over enemy armies just as armoured units do, unless there is a Super-armoured unit on the enemy side as well. Furthermore, if the enemy has no armoured units at all, Super-armoured units are immune to being hit. Note that 'anti-armour' has no effect on Super-Armoured units.
LEADERS- Leaders represent particularly talented people on one side. They can be in an area in addition to military units, and give a special ability. Both sides remain in ignorance of the number of leaders the other side has, and what their abilities are.
Ok, let's get down to cases with the units...
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IMPERIAL UNITS
Stormtroopers
The ever gallant and unquestioning soliders of the Empire. Not much to worry about on a squad-based level, Stormtroopers are desiogned to make a strategic difference on the battlefield, providing reasonably strength in large numbers
Offence: 3
Defence: 2
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Speeder Bikes
Although useful as a fast strike unit strategically, bikes are really designed for patrolling and squad-based actions and are of limited strength on the battlefield
Offence: 2
Defence: 2
SPEEDY
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Artillery
These units are left over from the Clone Wars and are in short supply. Nonetheless, they carry pretty hefty fire power.
Offence: 8
Defence: 2
ANTI-ARMOUR, HEAVY
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AT-STs
These scout walkers are well armoured and reasonably well armed, though the word 'Scout' betrays how they are not designed for heavy assault.
Offence: 5
Defence: 4
ARMOURED
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AT-ATs
The centrepiece of any Imperial assault, modern day Imperial doctrine puts their faith entirely in these four-legged walkers of doom. Heavily armed and armoured, their presence on the battlefield in of themselves often spells doom for opponents.
Offence: 12
Defence: 10
SUPER-ARMOURED, HEAVY
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OSOKAN UNITS
Osokan Militia
Created by the recent influx of arms into the city, these units are basically armed civilians. Osokans are not natural gun users and these units are far from disciplined. Making an assault with them is near impossible but with typical Osokan tenacity they can hold ground quite well.
Offence: 1
Defence: 3
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Osokan Warriors
The days of the killer Osokan Hunting squads are lost, the Guilds mere shadows of their former selves. Still, Osokans are pretty tough people by default, and when wielding their traditional knives they are ferocious foes, especially with their regenerative abilities. But they are still not much good strategically- not well organised or trained in mass battle tactics.
Offence: 2
Defence: 4
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Osokan Hunters
Rumour has it that a small number of Hunters from the glory days of Lanzar still survive. Rather like the Warriors, they still have absolutely no strategic training whatsoever, and neurowhips don't cut it against even an AT-ST. Even worse, Hunter numbers are so small it's almost impossible to form a strategic unit out of them. Still, if that was done, they have the killer instinct and improvisational skills enough to be a significant strategic presence. They'd be pretty harsh to run into tactically, also
Offence: 3
Defence: 5