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As for these additional rules, there are a lot of options including snipers, artillery strikes, boobytraps and mines, even defensive ambushes from small teams. Rather they are incorporated into scenario assets as air support, or for rapid insertions. Flyers are not really part of the rule system for on table models to use. There are also rules for vehicles, however most revolve around armored fighting vehicles like tanks and APCs. Overall it’s a pretty simple, abstract system to run. This may also force a morale test where the losing side can break and run. The difference between the scores becomes the number of casualties for the losing side. Rolls of three or less are considered successes. Units roll multiple d6 based on armor and weapons. It’s an easy system to resolve.Ĭlose combat is a little more abstract. Soft armored troops have a higher impact rating for weapons compared to heavy, or exo-armored troops. The impact rating will vary depending on the armor of the target. All rolls that hit are then rolled for damage, where a player needs to roll under the impact rating of the weapon. This target number is increased upwards to 10, based on cover for the target or actions from the firing unit (like firing on the move, etc.). The player rolls a d6 and adds their rep value trying to get over 7. To explain the shooting steps further, each weapon has a number of dice rolled based on its target value (or effective firepower) with most rifles throwing 3 dice. If it requires a cohesion test, another row is looked at to determine results, etc. If it suffers casualties, a different chart row is consulted.
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All of these tests are based on a chart broken up by the action the unit is reacting to. If only one die passed, limited fire is an option, with no dice meaning the unit might actually scramble for cover instead.
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If they pass with 2 dice, then they’ll likely fire to full effect. The number of passed tests indicate what actions they can undertake. This is curbed by the requirement of passing checks to react. So all units are consistently on overwatch and react to events around them. Each time a unit sees an enemy pop into LOS, or is fired upon, they can attempt to react and return fire. This looks initially as a simple IGOUGO system, however it’s actually a very fluid action system where units can fire and react multiple times. Once a unit has activated and done their movement and firing it’s done for the turn. Leaders can utilize their leadership for units under their command, allowing a group of irregulars with a rep of 3 to likely activate with a well-trained leader’s rep of 5. Each player rolls a single d6 and all units/models that have a rep equal to or higher than the roll can activate for that turn. Initiative is randomly determined based on rep. Rep ranges from 2 (very poor, civilian type troops) to upwards of 6 (hero-like reputation) with most troops ranging from 3-4. It can either pass these tests with both dice, one, or none. When called upon to do something, the model rolls 2d6 and tries to score equal to, or under, a set value of its reputation or ‘rep’. The core aspect of Star Army (and all Chain Reaction games) is the reaction system using a couple of d6. This is especially nice as you could have a support team set up to cover the rest of the squad when it assaults, allowing for more interesting tactics. Because of this, units have a lot of flexibility on the battlefield and can split and form up easily. It truly is a skirmish game however, with individual models taking actions and isn’t necessarily abstracted out to the squad level like some other games (ex. More rapid games usually run about a platoon size with some armor assets. The game is designed to handle small squad engagements up to a company in size.