ravaged worlds · 2020. 6. 13. · pinned units may not move and their rolls to hit at range and in...
TRANSCRIPT
Ravaged Worlds
Sci-Fi Wargaming by 'Orrible Little Men
(Requires Torn Liveries Core Rules to play)
ContentsSci Fi Gaming Ramble.........................................................................................................................3What Do I Need?..................................................................................................................................4New Rules for Science Fiction..............................................................................................................5
Shell Shock..................................................................................................................................5Vehicles.......................................................................................................................................6Armour Piercing..........................................................................................................................6
Profles..................................................................................................................................................7Leaders........................................................................................................................................7Troops.........................................................................................................................................8Vehicles.......................................................................................................................................9
Wargear..............................................................................................................................................10Ranged Weapons................................................................................................................................12 Special Rules......................................................................................................................................13
Leader Special Rules.................................................................................................................13Unit Special Rules.....................................................................................................................13Vehicle Special Rules................................................................................................................14
Sci Fi Gaming Ramble
The Torn Liveries rules set was relatively easy to adapt for Fantasy (in Scorched Parchments) and Ancients (in Fractured Lands), but Science Fiction brings a host of challenges. This will essentially be another supplement for the Torn Liveries core set of rules, with many similar functions in terms of how the Turn Sequence works and the characteristics that can be found in the Unit Profles, but will also aim to include some gameplay elements that can scratch the Sci Fi itch that most games of this “period” just don't seem to.
I personally quite like retro sci f and Victorian sci f aesthetics, though with a giant sci f game (the frst I ever played) dominating the market, these rules will work for those too – so yes, you will be able to fght to defeat Chaos in the 41st Millennium if you so wish!
Due to the nature of Science Fiction, there are various “periods” to write rules conventions for.
Victorian Sci Fi – Covering all sorts of extra-terrestrials seen in the works of authors such as H.G. Wells, these are tales of Earth being invaded by aliens, or accidentally coming across them. Therefore there should be very few elements in armies of humans where they seem particularly prepared for battle with a new style of enemy. These games could also include elements of Fantasy such as Ghosts, Vampires, and Fairies as that is what Victorian Science Fiction writers actually believed in. Time travel would be possible in these games but be careful not to pit your hardy Victorian adventurers against great beasts that they couldn't hope to defeat or escape from.
Dystopian Sci Fi – Covering the more modern idea of Sci Fi where the tales take place in the light of the apocalypse. Humans in these tales are particularly prepared for what they are fghting against, such as other humans or animals. Nuclear disasters could bring up some quite monstrous foes for our gun-toting survivors.
Future Sci Fi – This is where your Space Marines battle all things alien. Big laser guns and explosions dominate the broken battlefelds of various worlds. These could also be used to cover your favourite Space Opera battles where fuffy bears defeat the most elite soldiers in the galaxy. Bear in mind that very few set piece battles tend to take place in the tales we are used to in futuristic sci f movies. Generally when the big bad empire turn up it becomes more of a question of how the goodies will get away rather than how they will defeat the better equipped and well trained army that faces them.
What Do I Need?
• Six-sided dice (known as D6) make up all of the Torn Liveries mechanics, with small D6s or counters being useful to count Wounds lost for Leaders or Monstrous Units.
• Tape Measure in inches.
• Around 30 miniatures per player (for two opposing players) is plenty for a starting army, in fact you could start with even less to get to grip with the rules.
New Rules for Science Fiction
Shell ShockWhen a Unit is shot at and suffers 5 hits or 1 casualty, it must take a morale test. This is called a Shell Shock Test. If this roll is failed, the Unit is pinned. Some Weapons cause a Shell Shock Test for any amount of hits (as seen in those Weapons' special rules)
Pinned Units may not move and their rolls to hit at range and in Close Quarters suffer a -1 penalty. Suppressed Units may not move or shoot and suffer a -2 penalty to their Combat Rolls. Units shooting at a Suppressed Unit suffer a -1 penalty to their hit rolls.
If a Pinned Unit fails a Shell Shock Test, it becomes suppressed.
If a Suppressed Unit fails a Shell Shock Test, it routs and the Unit members are removed from the table as casualties.
Units in cover gain +1 to their Shell Shock Tests, along with the usual modifers for Morale Tests
A Pinned/Suppressed Unit must try to rally at the start of each turn. If the rally roll is failed, they remain in the state they were in (ie. A pinned unit that fails a rally roll remains pinned).
VehiclesVehicles in Ravaged Worlds are split into three main types (as seen in the Unit Profles):
– Walkers
– Tanks
– Aircraft
All Vehicles start with 1 crew member in their profle. Each extra crew member gives the vehicle +1to its Combat and Morale characteristics. Trained crew members cost 5 points, Elite crew members cost 8 points. Elite Crew members add +2 to the Vehicle's Morale characteristic.
Walkers
Walkers are split into Light and Heavy.
Light Walkers move 12”and Heavy Walkers move 10”.
Walkers may be armed with up to two Ranged Weapons and are crewed by 1-3 crew members. These may be injured by Targetting Rifes and Laser Cannons at Short Range, but must be individually targetted (only if visible on the miniature), being hit on rolls of 6 followed by 4+. If the Crew are all killed, the Walker is removed from the battlefeld as a casualty.
Tanks
Tanks are split into Light, Medium and Heavy.
Light Tanks move 14”, Medium Tanks move 10”, and Heavy Tanks move 8”.
Tanks may be armed with up to fve Ranged Weapons and are crewed by 1-5 crew members. Thesemay not be targetted individually.
Aircraft
Aircraft are split into Light and Heavy.
Light Aircraft move 16”, Heavy Aircraft move 10”.
Aircraft may be armed with up to three Ranged Weapons and are crewed by 1-3 crew members. In Light Aircraft, these may be targetted (only if visible on the miniature) by all shooting weapons at Short – Medium range but gain a 3+ save against all non-Armour Piercing Weapons.
Armour PiercingSome Weapons have an Armour Piercing value. These add their Armour Piercing value to their rolls to wound. Rolls of a 6 to wound are always successful. If a Unit is shooting at a Vehicle, only Unit members armed with Armour Piercing weapons may shoot at the Vehicle itself.
ProfilesAlmost all profles start with a base Armour of 2. This represents clothing, but nothing more. Armour itself can be purchased as seen in the Wargear section. This also explains why there are no specifc weapons in the Leader/Unit Profles.
Leaders and Solos may beneft from up to 5 Special Rules each, while Units can beneft from up to 3 Special Rules.
Leaders
HeroCombat Armour Infuence Range Infuence Effect Morale Points
2 2 14 3 7 65
Equipment: Any Leader Wargear
Superior OffcerCombat Armour Infuence Range Infuence Effect Morale Points
2 2 12 3 6 50
Equipment: Any Leader Wargear
Junior OffcerCombat Armour Infuence Range Infuence Effect Morale Points
2 2 10 2 6 40
Equipment: Any Junior Leader Wargear
Chosen UnderlingCombat Armour Infuence Range Infuence Effect Morale Points
2 2 8 2 5 30
Equipment: Any Junior Leader Wargear
Troops
Elite Troop
Max. Unit Size Combat Armour Morale Points
6 1 2 5 9
Equipment: All Unit members may be given any Troop Wargear.– Unit Leader for 5 points– Standard for 8 points
Trained Troop
Max. Unit Size Combat Armour Morale Points
12 1 2 3 7
Equipment: One Unit member may have Elite Troop Wargear, the rest are armed with Troop/Conscript Wargear.
– Unit Leader for 5 points– Standard for 8 points
Conscripted Troop
Max. Unit Size Combat Armour Morale Points
18 1 2 1 5
Equipment: One Unit member may have Trained Troop Wargear, the rest are armed with Conscript Troop Wargear
– Unit Leader for 5 points
Vehicles
Light Walker
Max. Crew Size Combat Armour Morale Points
3 1 6 3 40
Heavy Walker
Max. Crew Size Combat Armour Morale Points
3 1 8 4 60
Light Tank
Max. Crew Size Combat Armour Morale Points
5 1 7 3 50
Medium Tank
Max. Crew Size Combat Armour Morale Points
5 1 9 4 70
Heavy Tank
Max. Crew Size Combat Armour Morale Points
5 1 11 5 90
Light Aircraft
Max. Crew Size Combat Armour Morale Points
3 1 5 4 50
Heavy Aircraft
Max. Crew Size Combat Armour Morale Points
3 1 7 5 70
Wargear
The Wargear in this section relates to human technology of the past, present, and future. For games involving aliens or super powers, it is best to use the Wargear that matches the likely effect.
Examples:
1) For a futuristic Knight of the Temple Brothers, armed with a glowing laser sword that can cut through Troop and armour, it would probably be best to give the character a Superior Offcer Profle, with Heavy Armour and Lightning Combat Weapon.
2) For a group of alien creatures that have razor claws, it would probably be best to give the Unit a Trained Troop profle, with Mechanised Combat Weapons to represent the razor claws being more effective than normal Combat Weapons.
Leader Wargear
Wargear Special Rules Points Cost
Senior Leader Wargear
Super Heavy Armour Armour characteristic becomes 6 30
Super Heavy Power Weapon +2 to Combat Roll when charging, -2 to Combat Rollwhen charged by an enemy Unit. Armour Piercing
value of 2.
15
Lightning Combat Weapon Gains +1 to their Combat for each enemy in basecontact beyond the frst. Armour Piercing value of 1.
15
Super Heavy Combat Shield Grants the user a 3+ save against all wounds (rolledafter calculating wounds caused). Armour Value of 2.
May not be used unless wearing Super Heavy Armour.
15
Repeater Pistol Causes D6 hits to target Unit 10
Monstrous Mount Increases movement to 8” and grants +2 to the rider'sCombat characteristic in any turn where the rider hascharged into Close Quarters. May be used with Super
Heavy Armour.
20
Junior Leader Wargear
Heavy Armour Armour characteristic becomes 5 25
Jump Pack Increases movement to 10” and ignores all terrainfeatures less than 6” tall
10
Combat Shield Grants the user a 5+ save against all wounds (rolledafter calculating wounds caused). Ineffective against all
Armour Piercing weapons.
10
Mechanised Combat Weapon +1 to Combat Rolls 5
Revolver - 5
Armour Armour characteristic becomes 4 20
Army Standard All allied Units and Leaders within line of sight gain+1 to their Morale Tests rolls
15
Mount Increases movement to 12” and grants +1 to the rider'sCombat characteristic in any turn where the rider hascharged into Close Quarters. May not be used with
Super Heavy Armour.
15
Supersonic Targetting Rife Armour Piercing value of 2. Causes a Shell Shock Testif it hits.
10
Troop Wargear
Elite Troop Wargear
Lightning Combat Weapon Gains +1 to their Combat for each enemy in basecontact beyond the frst
4
Super Heavy Power Weapon +2 to Combat Roll when charging, -2 to CombatRoll when charged by an enemy Unit. Armour
Piercing value of 2.
4
Heavy Armour Armour characteristic becomes 5 10
Medical Equipment - One Use Only - Ignore the frst wound the Unit takes on the roll
of a 3+
3
Targetting Rife Armour Piercing value of 1. Causes a Shell ShockTest if it hits.
7
Battle Standard All allied Units and Leaders within 12” gain +1to their Morale Tests rolls
8
Jump Pack Increases movement to 10” and ignores allterrain features less than 6” tall
4
Trained Troop Wargear
Armour Armour characteristic becomes 4 6
Rocket Launcher Causes D3 hits to target Unit. Causes D6 hitsagainst target Vehicle with Armour Piercing
value of 3. Causes a Shell Shock Test if it hits.
6
Laser Cannon Causes 1 hits to target Unit. Causes D3 hitsagainst target Vehicle with Armour Piercing
value of 6. Causes a Shell Shock Test if it hits.
6
Mechanised Combat Weapon +1 to Combat Rolls 2
Combat Shield Grants the Unit a 5+ save against all wounds(rolled after calculating wounds caused).
Ineffective against all Armour Piercing weapons.
5
Light Machine Gun Causes D6 hits to target Unit 5
Machine Pistol Causes D3 hits to target Unit 3
Mount Increases movement to 12” and grants +1 to therider's Combat characteristic in any turn where
the rider's Unit has charged into Close Quarters.
8
Conscript Troop Wargear
Laser Rife - 3
Rife - 2
Pistol - 1
Light Armour Armour characteristic becomes 3 4
Submachine Gun Causes D3 hits to target Unit 3
Shotgun Causes D6 hits to target Units at short range, or 1hit to targets at long range
4
Ranged Weapons
Rank To Hit roll at ShortRange
To Hit roll atMedium Range
To Hit roll at LongRange
Hero 3+ 3+ 4+
Senior Offcer 3+ 3+ 4+
Junior Offcer 3+ 4+ 5+
Chosen Underling 3+ 4+ 5+
Elite Troop 3+ 4+ 5+
Trained Troop 4+ 5+ 6
Conscripted Troop 5+ 5+ 6
Weapon Short Range Medium Range Long Range Special Rules
Senior Leader Wargear
Repeater Pistol Up to 10” 11” - 15” 16” - 30” Causes D6 hits to target Unit
Revolver Up to 12” 13” - 20” 21” - 30” -
Junior Leader Wargear
Supersonic TargettingRife
Up to 20” 21” - 36” 37” - 100” Armour Piercing 2. Causes a Shell Shock Test if it hits.
Elite Troop Wargear
Targetting Rife Up to 20” 21” - 30” 31” - 50” Armour Piercing 1. Causes a Shell Shock Test if it hits.
Trained Troop Wargear
Rocket Launcher Up to 12” 13” - 26” 27” - 40” Causes D3 hits to target Unit. Causes D6 hits againsttarget Vehicle with Armour Piercing value of 3. Causes a
Shell Shock Test if it hits.
Laser Cannon Up to 12” 13” - 36” 36” - 56” Causes 1 hits to target Unit. Causes D3 hits against targetVehicle with Armour Piercing value of 6. Causes a Shell
Shock Test if it hits.
Light Machine Gun Up to 18” 19” - 30” 31” - 50” Causes D6 hits to target Unit
Machine Pistol Up to 10” 11” - 15” 16” - 28” Causes D3 hits to target Unit
Conscript Troop Wargear
Laser Rife Up to 15” 16” - 28” 29” - 45” -
Rife Up to 15” 16” - 24” 25” - 36” -
Pistol Up to 10” 11” - 15” 16” - 30” -
Submachine Gun Up to 12” 13” - 20” 21” - 30” Causes D3 hits to target Unit
Shotgun Up to 14” - 15” - 20” Causes D6 hits to target Units at short range, or 1 hit totargets at long range. Armour Piercing 1.
Special Rules
The points costs below apply to each Unit member.
Elite Units have access to all Unit Special Rules, Trained Units have access to the Trained Troop Special Rules, and Conscript Units have no access to Special Rules at all.
Leader Special RulesSpecial Rule Effect Points Cost
Bionic Limb May carry a two-handed weapon in one hand 5
Brave Does not need to take Morale Tests other than for Activation 10
Psychic Always wins drawn Initiative rolls as long as there are no enemies with this ability 10
Telekinetic May push an enemy Unit within 10” up to 2D6” in the shoot phase. Causes a single hit thatmay cause a wound exactly like a shooting attack with no Armour Piercing value.
15
Invulnerable Gains a 5+ save against all wounds caused to this Leader 10
Master Combatant Re-Roll failed Combat Rolls 10
Marksman Re-Roll failed rolls to hit with Ranged Weapons 15
Ruthless Enemy Units within 8” suffer -1 to their Morale Test rolls 10
Terrifying Enemy Units must pass a Morale Test in order to charge this Leader's Unit 10
Flying May move up to 12” per turn and ignores the effects of Rough Ground 15
Legendary Gains +1 to their Infuence Effect and Wounds 20
Camoufage May not be targetted by shooting as long as the Unit is in cover and has not moved or shotthat turn.
5
Unit Special RulesSpecial Rule Effect Points Cost
Elite Troop Special Rules
Terrifying Enemy Units must pass a Morale Test in order to charge this Unit 3
Flying May move up to 12” per turn and ignores the effects of Rough Ground 5
Bodyguard As long as the Army Leader is present on the battlefeld, this Unit does not have to takeMorale Tests other than for Activation
3
Invulnerable Gains a 5+ save against all wounds caused to this Unit 3
Trained Troop Special Rules
Scouts May deploy anywhere on the table not within 14” of any enemy Units 3
Sturdy Mounted Units do not get their charge bonuses against this Unit 5
Camoufage May not be targetted by shooting as long as the Unit is in cover and has not moved or shotthat turn.
2
Vehicle Special Rules
Special Rule Effect Points Cost
Carrier May enter the battlefeld transporting one Unit with 12 Unit members or less. A Unit with12 or less members may enter the vehicle during the battle as long as there are no other
Units on board.
10
Turret Cannon Gain an extra Ranged Weapon which causes D6 hits against Units, or D3 hits againstVehicles, with an Armour Piercing value of 5
20
Plasma TurretCannon
Gain an extra Ranged Weapon which causes D3 hits against Units, or D3 hits againstVehicles, with an Armour Piercing value of 7
30
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