Documents

playsheet_v1_01

Description
ME Playsheet
Categories
Published
of 2
All materials on our website are shared by users. If you have any questions about copyright issues, please report us to resolve them. We are always happy to assist you.
Related Documents
Share
Transcript
  Turnsequence Player 1 is the phasing player: 1 Orders and movement 2 Firecombat 3 Close combat 4 Character actions 5 Rallyand repairPlayer 2 is the phasing player: 6 Orders and movement 7 Fire combat 8 Close combat 9 Character actions 10 Rally and repair 11 Turn ends Orders modifiers  –1if any units ordered are within one move of the enemy –1for each successive order issued to the same unit or brigade –1for each multiple of the character’s command radius –1if any unit being ordered is in dense terrain –1if any unit ordered to advance on units causing fear –2if infantry ordered to advance on cavalry+1if a character is attached+1if both the attached character is inspirational and the order is to advanceCharacters can order individual units or brigade to advance,retire,deploy ormanoeuvre.The net result of all modifiers is applied to obtain the character’smodified Command Factor.A character can have a maximum modifiedCommand Factor of 10,and a minimum modified Command Factor of 2.Rolltwo six-sided dice (2D6):the order succeeds if the result is less than or equalto the modified Command Factor.Orders always fails on an 11 or 12. Firing modifiers  –1if firing unit is disordered –1if firing at fliers –1if target is unlimbered artillery –1if target is charging rocket troopers –1if target is in soft cover –2if target is in hard cover+1for every two stands in the firing unit’s front rank +1if at short range (under half range)+1if stationaryinfantryor cavalryand not disordered+1if firing on a unit’s flank +1for each rank of target behind the first if artillery firing+1if firing at a large target+2if artillery or vehicle firing at a squareAunit has a maximum modified Fire Factor of 10 and a minimum modifiedFire Factor of 2.To hit,the unit must roll less than or equal to the modifiedfactor on 2D6.The difference between the required and actual rolls is thenumber of hits inflicted.An extra hit is caused if a 2 is rolled MartianEmpiresMartianEmpires Wargames rules for the WARSBETWEEN MARS AND EARTH For full explanations see the main MartianEmpires rules,whichtake priority over the playsheet.Martian Empires is copyright2007 Mike Lewis and Oozlum Games.Playsheet version 1.01 Movement distances (cm) TroopsLineOpen March OrderColumn Infantry152020Cavalry253030Foot Artillery5–15Horse Artillery5–20Characters60–– Giant Martians–30– Giant Martian Cavalry–45– FliersVaries–– TripodsVaries–– Large scale fliersVaries––  Vehicle failure table On a roll of 11 or 12 when ordering a vehicle,roll 2D6 and consult the table below: Die RollWalkerTrackedFlier 2-3Vehicle charges out of control towards Vehicle charges out of control towards Vehicle flies straight ahead until repaired*nearest enemy until contact is made*nearest enemy until contact is made*4-5Vehicle reverses for 1 turn out of controlVehicle reverses for 1 turn out of controlVehicle reverses for 1 turn out of control6-8Vehicle’s engine damaged,moves at Vehicle’s engine damaged,moves at Vehicle’s engine damaged,moves at half-speed for rest of half-speed for rest of gamehalf-speed for rest of gamethe game9-12Vehicle stops until repairedVehicle stops until repairedVehicle stops until repaired.Lands 10cm forward of present position for each band of height*Vehicles move one advance move per compulsory movement Weapon ranges (cm) WeaponRange (cm) Earth rifle30cmEarth carbine20cmMartian rifle30cmGiant Martian rifle40cmArtillery80cmSpecial weaponsVariesUnits that are in square or in buildings halve their weapon ranges Weapons failure table Die rollResult 2-3Weapon fires twice.Roll again,making two attemptsto hit the target4-5Weapon jams.Make a repair roll at the end of each turn to unjam it6-9Weapon fuses solid and stops working.Out of action for the rest of the game10-12Weapon explodes.Treat as a firing attack with a Fire Factor of 7 on each unit within 10cm (roll separately for each unit)  Close combat modifiers  –1if disordered –1if engaged with a feared opponent –1if attacking uphill –1if attacking an opponent in hard cover –1if engaged with charging rocket troopers –2if a cavalry unit vs infantry in square+1for every two stands in first two ranks of the unit+1if charging into combat (first round only)+1if multiple combat and more units than enemy(applies to each unit)+1if irregular troops in dense terrain+1if leader attached+1if inspirational leader attached+2if undisordered cavalryvs infantry not in square+2if attacking in flank +3if attacking to the rearAunit can haveamaximum modified Combat Factor of 10,andaminimum modified Combat Factor of 2.A unit potentiallyinflicts hits equal to the difference its roll and its modifiedCombat Factor. Rallying modifiers  –1for each stand lost during the game –1if within two moves of an enemy+1if secure flanks+1if a character is attached+1if an inspirational character is attachedAunit rallies if a roll of 2D6 is less than or equal to its modifiedMorale Factor Force back modifiers (firing)  –1for each stand lost this turn+1for each undisordered unit in support+1if unit is in more than one rank and undisordered+1if a character is attached+1if an inspirational character is attachedAunit passes the test if it rolls less than or equal to its modifiedMorale Factor.A unit that fails is disordered and is forced back 5cm for each hit (less reductions for cover) Vehicle damage table Die RollWalkerTrackedFlier 2Engine explodes,killing crew and causesEngine explodes,killing crew and causesEngine explodes,killing crew and causes damage as thoughdamage as though being fired upon damage as though being fired upon being fired upon (Fire Factor 7) to all units within 20cm (Fire Factor 7) to all units within 20cm (Fire Factor 7) to all units within 20cm (roll for each unit separately)(roll for each unit separately)(roll for each unit separately)3Crashes and is immobilised,but weapons Crashes and is immobilised,but weapons Crashes and is immobilised,but weapons can still firecan still firecan still fire4-5One weapon damaged beyond repair.CannotOne weapon damaged beyond repair.CannotOne weapon damaged beyond repair.Cannot fire that fire that weapon (if more than one,select at fire that weapon (if more than one,select at weapon (if more than one,select at random).Vehicle must random).Vehicle must make one compulsory random).Vehicle must make one compulsory make one compulsory retire move each turn retire move each turn retire move each turn 6-7Steering damaged.Moves in random direction Steering damaged.Moves in random direction Steering damaged.Moves in random direction until until repaireduntil repairedrepaired8-9Cannot move until repairedCannot move until repairedFlier leaves the table for rest of game10-12Hit bounces off,scratching the paintworkHit bounces off,scratching the paintworkHit bounces off,scratching the paintwork  Random directions: Roll 2D6 to determine in which direction a vehicle moves each turn during CompulsoryMoves.The vehicle turns through 45 degreesclockwise for each point on the dice before advancing its full move.For example,a result of 2 means the vehicle turns through 90 degrees to the right and thenadvances its full move.A result of 7 means it turns through 315 degrees (or 45 degrees anti-clockwise) before advancing;on a 12,it about faces (see main rules,page 30 for diagram) Terrain effects table TerrainInfantryCavalryArtilleryNotes Gentle SlopesHalf moveHalf moveHalf moveSteep SlopesQuarter moveQuarter moveQuarter moveBroken GroundFull move if irregularsImpassableImpassableImpassable to infantry that is not irregularsWoodsHalf moveHalf moveImpassableFliers unaffectedRivers/Stream (if fordable)Half moveHalf moveQuarter moveAll but fliers and hover tanks stop on contactLow Hedges/wallsHalf moveHalf moveImpassableAll but fliers and walkers stop on contactHigh Hedges/walls Move to other sideImpassableImpassableAll but fliers and walkers stop on contactShallow DitchesFull moveFull moveImpassableAll but fliers,walkers and hover tanks stop on contactDeep DitchesHalf moveImpassableImpassableAll but fliers,walkers and hover tanks stop on contactDifficult TerrainImpassableImpassableImpassableFliers unaffectedBridgesFull moveFull moveFull moveMust be in march column to cross a bridgeBuildings (march column)Full moveFull moveFull moveArtillery cannot unlimber in buildingsBuildings (other formations)Half moveHalf moveHalf moveUnlimbered artillery cannot enter buildings The effect of terrain on vehicles varies according to the type of vehicle,see individual terrain definitions.Units that encounter a change in terrain move at a rateappropriate to that terrain for the remaining part of their move.For example,an infantry column moves 10cm in the open up to an orchard;it can then move upto 5cm,half its remaining move of 10cm,into the orchard.

5_2773_452.doc

Apr 16, 2018
We Need Your Support
Thank you for visiting our website and your interest in our free products and services. We are nonprofit website to share and download documents. To the running of this website, we need your help to support us.

Thanks to everyone for your continued support.

No, Thanks