8 Combat Magnitudes
8.1 Magnitudes
The asymmetry of some battles is reflected in the battle’s magnitude. Weapons etc. from higher levels are (something simplistically resembling) literally on a higher magnitude. Thinking:
- For every degree of magnitude higher:
- Rolls 1D10 at 10°. So if 2° higher, rolls 2D10, etc. That player can then choose which of those rolls to apply to that attack
- Gains 1 AP that can be either attack or defense flavored
- Suppresses on all successful attacks
8.1.1 Duration/Importance
- Campaigns
- Engagements
- Battle Scenarios
- Battles
- Duels
8.1.2 Magnitude of Forces
- System Invasion
- A planet is a unit
- Tend to have very strong defenses
- But only melee attacks
- A space-faring fleet is a unit
- “Loosing” an HP divides the unit in two, with HPs divided as either 2 & 1 or 1 & 1.
- Units with 1 HP die when hit
- Separated units cannot reform within a scenario
- An invasion force is a unit
- A planet is a unit
- System-wide
- My version of Battleship (unintentionally; just realized tonight that that’s essentially what I’m making)
- Simulating the effect of distance hopefully well enough is that teams know where the other units are one round afterwards. Unless it’s:
- Space Melee
- Units are always revealed
- Planetary Invasion
- etc.
8.1.3 Higher-Order Actions
Higher-Order Attacks
- After rolling their initial attack roll, attacks with 1ᵉ higher roll an extra die at 0 AP (and so this roll cannot be modded with OPs)
- This second roll serves as a second attack with that weapon’s properties
- Defensive mods can only be applied to one of these attacks; the defender chooses which before that die is rolled.
- This second attack does not additional attacks on the terrain, like Anthropic degree or a second blooming event^And yeah, it really does feel like it did when you were a kid making up rules for a game.]
- This roll is made 0 – 9, with the attack always hitting with whatever the final roll value is (e.g., after terrain and defensive mods)
- This second attack follows the same rules otherwise, knocking off more armor or getting a reroll on a raw 1 penetration
- This second roll serves as a second attack with that weapon’s properties
- For weapons of two higher degrees, make an other 10° attack roll, i.e., two 10° attacks and one with their normal degree
Higher-Order Defenses
- All attacks up at higher-magnitude units is made at a -1D°
- The roll for this negative mod is made after all other points have been applied to that attack (including OPs)
Higher-Order Recon and Higher-Order Evasion follow similar rules.