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This system is currently in beta testing and all feed-back, criticism, corrections, and/or suggestions are welcome!
Infantry Units
Basic Infantry Unit Characteristics
Points per Figure for Troop Quality (REFERRED TO AS TQ VALUE or TQV) TQ Die Point Type Value D6 3 D8 5 D10 7 D12 10 Points per Unit for Morale Morale Point Die Type Value D6 3 D8 5 D10 7 D12 10 Points per Unit for Supply Level Armor Type TQ D6 TQ D8 -3 -5 Poor 3 5 Abundant No extra cost for Average Supply Level Points per Unit for Confidence Level Armor Type TQ D6 TQ D8
TQ D10 7 14 21
TQ D12 10 20 30
Points for AT Values of Weapon (cumulative with points above) AT Class TQ D6 AT Value x 1 Light AT Value x 2 Medium AT Value x 3 Heavy
TQ D10 -7 7
TQ D12 -10 10
Special AT Value Point Cost Modifiers for Missiles AT Class TQ D6 +3 Ignores 1D ERA +6 Ignores 2D ERA +7 Fire & Forget +10 Deck Attack Additional Cost for Advanced Weapon Systems Weapon System +TQV Advanced Ballistic Weapon System +TQV Laser Weapon System +TQV+1 Gauss Weapon System +TQV+2 Energy Weapon System
TQ D10 3 5 7 High No extra cost for Low or Average Confidence Points per Unit for Grid Enabled Units Grid TL +1 +2 +3 Cost 15 25 35
TQ D12 10
BETA VERSION!! Support Weapon Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3 Points for Body Armor, per Unit, by TQ Armor Type TQ D6 TQ D8 TQ D10 3 5 7 Light 6 10 14 Medium (Hard) 9 15 21 Heavy (Power) TL Modifiers N/A TL1 X2 TL2 X3 TL3
Cannibal Cavemen CASEVAC Designated Marksman (DMR) Despised Elusive Forward Observer (FO) Hard to Kill - D10 Hard to Kill - D6 Hard to Kill - D8 Hungry Indigenous Scout Inspiring Interpreter Intimidating Jump Troops Medic Medic Bot Military Working Dog (MWD) Teams Mounted Cavalry Mounted Unit Natural Weapons Natural Armor Old School Pointman Poor Initiative Skeletal Augmentation Sniper and Sniper Teams Stealthy Terminal Air Controller (TAC) Weapon Teams
Ambush Alley Games, 2011 0 10 10 0 10 10 25/per figure 15/per figure 20/per figure 0 10 10 5 10 15 10 15 10 10/per figure 5/per figure 10/per figure 5/per figure 10 10 0 5/per figure 15 10 10 10
TQ D12 10 20 30
Leaders
Regular units do not need to pay extra points for their attached leader (i.e., fire team leaders have no extra cost) Irregular forces must expend points for every leader in their force Point cost for a leader is determined in the same manner as a unit Negative Leaders do not cost more or less than normal leaders Positive Leaders require extra points based on their positive value (see Positive Leader Points table)
Positive Leader Points Leader Value +1 +2 +3 Morale D6 3 6 9 Morale D8 5 10 15 Morale D10 7 14 21 Morale D12 10 20 30
Attributes
Costs are per unit unless otherwise noted. Items highlighted in blue are Tomorrows War Attributes. Unit Attributes Point Cost Active Trauma Treatment 15 Active Trauma Treatment Nanites Advanced First Aid Training (ALS) Advanced Sensors Animosity Augmented Senses Callous 15 10 0 5 5
BETA VERSION!!
Vehicles
Designers Note 1: We feel that the costs for vehicles may be a bit too high. Please let us know what you think! Designers Note 2: Im sure this is obvious to everyone, but just for the sake of clarity: The point cost of vehicles is meaningless if the force opposing them has no means to destroy them. Players will have to use some common sense in ensuring that there is some balance of AT capability vs. AFVs available. Theres really no way (short of fixed army lists) program this into the play balance system. So, either make sure that both sides have a vehicle mix that is roughly equivalent and/or give infantry units plenty of manportable AT capability. Otherwise tanks or even armored cars will roll right over infantry units which is pretty realistic, but not necessarily fun to play.
Vehicle Armor
Points per Armor Die, per Facing, by TQ TQ D6 TQ D8 TQ D10 3 5 7 Points per Die TQ D12 10
Additional Points per Vehicle for Special Armor Types Special Armor 10 Advanced Conventional 10 Energy Resistant 10 Laser Resistant Vehicle Armor Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3
Crew Characteristics
AFV crews are not normally equipped with body armor and if they are it will be Light Armor. They are normally armed with pistols or SMGs. The cost of these items is assumed in the cost of the crew itself. Points per Vehicle for Troop Quality TQ Die Type D6 D8 D10 D12 Point Value 9 15 21 30
Vehicle Weaponry
This section is used to determine the point cost of vehicle mounted weapons such as main tank guns or missile systems. The point cost for vehicle mounted support weapons, such as coaxial MGs, grenade launchers, heavy MGs, etc., are determined in the same manner as infantry support weapons.
Points per Vehicle for Morale Morale Die Type D6 D8 D10 D12 Point Value 3 5 7 10
Points per Firepower Die for Weapons by Troop Quality Points per AP TQ TQ D8 TQ TQ D12 Firepower D6 D10 x3 x5 x7 x10 AP Firepower
Points for AT Value of Weapons (cumulative with Firepower points above) AT Class TQ D6 AT Value x 1 Light AT Value x 2 Medium 3
Vehicle Attributes
Special AT Value Modifiers for Missiles AT Class TQ D6 +3 Ignores 1D ERA +6 Ignores 2D ERA +7 Fire & Forget +10 Deck Attack Additional Cost for Advanced Weapon Systems Weapon System TL1 TL2 TL3 3 5 7 Advanced Ballistic Weapon System 3 5 7 Laser Weapon System 3 6 8 Gauss Weapon System 3 6 10 Energy Weapon System Weapon Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3 Costs are per vehicle unless otherwise noted. Items highlighted in blue are Tomorrows War Attributes. Point Vehicle Attributes Cost Active Point Defense (APD) Active Protection System (APS) 1 Active Protection System (APS) 2 Advanced Armor (FORCE ON FORCE ONLY, not used in Tomorrows War) Advanced Conventional Armor Advanced Optics/Sensors Amphibious Anti-Personnel Grenades Anti-Vehicular Melee Weapon (Walkers Only) Artificial Intelligence (AI) 10 10 15 15 10 5 5 5 15 10 10 10 10 0 15 10 10 10 0 50 15 15 10 10 10 10 0 0 10
Vehicle Class
Vehicle Class Modifier Vehicle Class Modifier 0 Soft Skin +25 pts. Light +50 pts. Medium +100 pts. Heavy +300 pts. Gigantic
Back-Up AI Bar Armor Countermeasures Deathtrap Detonation Field (DF) Energy Resistant Armor Enhanced Fire Control
Explosive Reactive Armor (ERA) Fire-or-Move Gigantic Hardened Heavy Hitter IED Countermeasures Improved MGs Laser Resistant Armor Lifesaver Light for Class Mine Resistant Obsolete or Poor Armor Remote Control 4
BETA VERSION!! Restricted Arc of Fire Safe Haven Slow Firing Weapon Slow Turret Smoke Dischargers Stealth - TL1 Stealth - TL2 Stealth - TL3 Technical Up-Armored AFV Up-Armored Soft Skin
BETA VERSION!!
Bots
Points per Bot by Type
Dumb Bot Smart Bot TL1 6 9 (If allowed by your background) TL2 10 15 TL3 14 21
Bot Weaponry
Point cost for weapons mounted on Dumb Bots is determined in the same manner as infantry support weapons. The TQ used to determine the weapon cost is based on the TL of the Bot. Point cost for weapons mounted on Smart Bots is determined in the same manner as infantry support weapons. Smart Bot Troop Quality will be either D8 or D10 Dumb Bot TQ Tech Dumb Bot Level Troop Quality TL1 D6 TL2 D8 TL3 D10 .
Bot Attributes
Bots use the same Attributes as Infantry Units and at the same costs.
BETA VERSION!!
Drones
Point Cost per Drone by Tech Level TL1 TL2 TL3 22 30 38 Small Drone (Dumb) 28* 40 52 Small Drone (Smart) 28 50 52 Tiny Drone (Dumb) 37* 55 73 Tiny Drone (Smart) 100** 150** 200 Distributed Drones Cost x2 Cost x2 Cost x2 Aerial Small or Tiny Drones *In the Tomorrows War setting, these drones arent available until TL2. **In the Tomorrows War setting, these drones arent available until TL3. Drones can be given Unit Attributes, such as Chameleon, at the normal cost.
BETA VERSION!!
Operational CRAM
TL of CRAM TL1 TL2 TL3 30 60 90
CB (Counter Battery)
TL of CB TL1 TL2 TL3 Cost 300 600 900
BETA VERSION!!
Airstrikes
The cost of a potential airstrike is equal to the cost of its most expensive attack type. The cost of an airstrike attack type equals: Weapon Cost (determined in the same manner as vehicle weapon costs) * Attack Radius / 5. Strafing Runs are treated as having an Attack Radius of 10. Multiply the result by 1.5 for Multipurpose Cluster Munitions.