HEAVY TYPE:
Janne Kemppi's

SOLOGEAR:

Game of Armoured Solo Combat in Terra Nova

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These rules have been created to depict fortunes of a single soldier in the never ending conflict raging in Terra Nova. These campaign rules are inspired by FGU's Bushido rules.

Table of Contents

I. Campaign Generation
II. Battle Generation
III. Campaign End
IV. Optional Rules

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I. Campaign Generation

Player must first generate the campaign she is fighting. Think the time and forces of both sides that participate into campaign. Unit characteristics such as loyalty, experience should also be noted.

First the campaign sheet should be filled.


CAMPAIGN SHEET
Date of Campaign: 		Campaign Area:	
Player Unit:			Enemy Unit: 			
Player Affiliation:		Enemy Affiliation:
Campaign Length:	
Campaign Odds:

PLAYER
Unit 		Base	Unit	Unit	Unit
Name		Power	Skill	Loyalty	Total


					TOTAL
					

ENEMY
Unit		Base	Unit	Unit	Unit
Name		Power	Skill	Loyalty	Total



					TOTAL


For example:
Janne's regiment is defending a hill somewhere in Badlands in TN1932. Mission of the player is to keep the hill and mission of the attacker is to conquer it.

Regiment has HQ and 2 companies, all of which are qualified to do it and their morale is fairly normal. Her unit has average PV of 350.


PLAYER
Unit 			Base	Unit	Unit	Unit
Name			Power	Skill	Loyalty	Total
Janne's Regiment
1st Company		350	1	1	350
2ns Company		350	1	1	350
			TOTAL COMBAT POWER	700

Evil attacker is Johnboy's Company. This Rabid Southern elite unit is fanatically loyal and quite skilled (veteran).


ENEMY
Unit			Base	Unit	Unit	Unit
Name			Power	Skill	Loyalty	Total
Johnboy's Company	400	2.25	1.5	1350
			TOTAL COMBAT POWER	1350

Campaign Length is then determined. Throw as many D6 as number of companies in side of least company sized unit (this is not necessarily side with lowest combat power).

Janne has 2 units and Johnboy 1. Thus length of campaign is 1D6 (number of units in smaller side times rolled D6 dice). Their sum is lenght of campaign. Here it is 1D6 and roll is 5. Battle is 5 turns long.

Odds: Divide players Combat power with enemy's Combat Power. Janne has 700 and Johnboy has 1350, their odds are 700/1350=0.519, which means that the side player is fights is equal (barely).


Table 1
Unit Base Combat Strength
	TV value of units in company divided by 20.

Table 2
Combat Strength Modifiers
	Experience
	*0.25	Rookie
	*1	Regular
	*2.25	Veteran
	*4	Elite
	*6.25+	Legenary

	Morale
	*0.75	Shaken
	*1	Reliable
	*1.5	Firm

Table 3
	Odds table	Actual odds
	Winning		    -3.00
	Advantaged	2.99-2.00
	Equal		1.99-0.51
	Disadvantaged	0.50-0.34
	Losing		0.33-

Designer Notes:
Not every unit in battlefield is same. Numbers seldomly tell the actual power of unit. These modifiers depict the importance of technology, skill and spirit of the unit. It must also be remembered that these strengths are averages. Few gears here and there do not mean much in campaign scale. If there are special reasons to add or reduce combat powers for reasons like outstanding commanders and other factors, they should be added to Combat Strength calculations according to need.

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II. Battle Generation

Each turn depicts a day of actual combat. The battle turns describe the climax of campaigning.

==============================BATTLE FORM==========================
Player Unit:		Campaign Date:
Player Affiliation:	Campaign Area:

Turn	Action	Enemy	Glory	Special
1
2
3
4
5
6
7
8
9
10
11
...

At the beginning of each turn player may choose one of following courses of action:
1. Decline the battle. Mark DEC on battle form. Start next turn.
2. Repairs. Mark REP on battle form. This may only be done if Gear has unrepaired damage or does not have its full ammunition allocation. At each turn player chooses Repairs she has 1D6-2 (at least 1) hours of time to do repairs.
Start next turn.
3. Fight the battle. Mark FIG(-X), where X is the posture chosen on battle form. Pilot may choose one of the 5 possible postures for this battle turn only.

	-2	Cowardly
	-1	Holding back.
	 0	Average.
	+1	Brave.
	+2	Bold.

Battlefield used is made of two maps with their longer sides together in any way player wish. Then determine at random where 6 bunkers (3 on each map) are plotted. Each Bunker has TV of 250 and has a tower with weaponry thought suitable to campaign setting.

Then roll 2D6 at After this roll 2D6 on Combat Table using appropriate column (according to odds) and Change the roll acording to posture you have chosen. Forexample when posture is Bold add +2 to your roll. If result indicated enemy hit the effect takes place immediately.

If result indicated enemy unit, it is placed at random on map. Determine its quality by rolling 1D6 and consulting Enemy Unit Quality Table. The quality of enemy depends on players own quality level. For example if player has 250TV unit and your roll is 4 the opponent unit is: 300TV.

Roll appropriate number of Glory markers according to roll at combat table. Distribute the markers at maps at random.

Roll on random from which map board side player may enter. Player then chooses her entering location as long as it is in appropriate map side.

Length of battle is 4D6 rounds. Player may leave the battlefield at any time she nees it necessary. The battlefield may not be re-entered anymore during the same turn.

During the battle the bunkers are immobile and fire player unit when possible. Enemy unit always moves towards the player at walking pace and tries to kill her. Enemy unit skill depends on enemy unit quality.

Object of the battle is to collect Glory markers by just moving through or ending their movement into hex containing them. Player may also destroy enemy bunkers and especially enemy units.

After battle turn is over mark collected Glory markers into Glory column, destroyed enemy units to Enemy column and bunkers to Special column in battle form.


COMBAT TABLE
Die			Odds
Roll	Winning	Advan.	Equal	Disadv.	Losing
0	--	#	#	#	E,#
1	--	--	--	--	#
2	1G	1G	--	--	#
3	1G,*	1G,#	1G	--	#
4	1D6G,**	1D6,#	1G	1G	S
5	1D6G	1D6	1D6G,##	1G,*	#
6	2D6G	1D6	1D6G,#	1D6G,##	*
7	2D6G,##	2D6,##	1D6G,#	1D6G,#	E,##
8	2D6G	2D6	1D6G	1D6G	E
9	3D6G	2D6	1D6G,*	1D6G,**	E,##
10	3D6G,#	2D6,*	2D6G	1D6G,##	**
11	4D6G	3D6,**	2D6G,##	2D6G,*	S
12	4D6G	3D6	2D6G,#	2D6G	#
13	6D6G	4D6	3D6G	2D6G,#	#
14	9D6G,#	4D6,#	3D6G,#	3D6G	E,#

G  = Number of Glory points distributed to
     battlefield.
*  = You meet enemy unit in battlefield. Throw
     its quality from Enemy Quality Table.
** = You meet enemy unit in battlefield. Throw
     its quality from Enemy Quality Table but
     add +1 to roll.
#  = Enemy fire hits you on your way into
     battlefield. Before entering combat your
     Gear suffers a Light critical (with -2 to
     roll, 0 or less means no damage).
## = Enemy fire hits you on your way into
     battlefield. As # but your Gear suffers a
     light critical.
S  = Enemy has surrounded you. You must surrender
     to enemy. Campaign has ended.
E  = Enemy forces have completely routed your
     army and you are forced to flee for your
     life without any prizes of war. Campaign has
     ended.

Enemy Unit Quality Table
	Own Quality Level
Die	-100	-200  	-300  	-400  	-500  	-600
Roll------------------------------------------------
1	50  	100  	200  	200  	300  	400
2	50	100	200	300	300	400
3	100  	200  	200  	300  	400  	400
4	100  	200  	300  	300  	400  	500
5	100  	200  	300  	400  	400  	500
6	200  	300  	400  	400  	500  	500
7	200  	300  	400  	400  	500  	600

Designer Notes:
These rules are provided to ensure variable missions to players. The distribution of Glory varies greatly according to ease of mission. This is because in victorious battles it is easier to do something flashy that gets you into superiors knowledge and the honorics are easier to get in victorious army than in beaten one.

The enemy level is very flexible offering wide variety of enemies. Player should use imagination and sense when determining what she might face in battlefield. It must be remembered that individual warrior tries her best to complete given missions, not just to kill anything that moves. This game attempts to make players fight battles according to plans and not just play another one-shot arcade game. Under time pressure players must carefully decide what they do.

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III. Campaign End

Every campaign ends at its own time. Some take longer than others but finally even the longest and most bitterest campaign withers to end and it is time to look back what happened and who did what deed.

Campaign ends when game has gone through necessary number of battle turns or player is dead or captured.

At the end of the play player rolls once in Recognition Table if her actions in the campaign has been noticed. Use following modifiers:

	DEC 	+8 for each
	REP 	+4 for each
	FIG(+X) +X per each
	Glory	+1 per each collected
	Bunkers	+2 per each destroyed
	Units	+1 per TV100 of total adversaries destroyed.

If character has been noticed by her superiors, the next thing is what kind of impression her actions have given to them. Count next her Impression during the campaign:

	DEC 	-9 for each
	REP 	-4 for each 
	FIG(-X)	-X for each
	Glory	+1 for each
	Bunker	+2 for each
	Unit	*2 the value of each

If Impression is at least 0, roll on Rewards Table and add the modifier.
If Impression is below 0, roll on Punishments Table and add the modifier.


RECOGNITION
Total		Recognition
Recognition	Roll(1D6,1D6)
Factor		
1-5		No chance
6-10		11-12
11-15		11-14
16-20		11-16
21-25		11-22
26-30		11-24
31-35		11-26
36-40		11-32
41-45		11-34
46-50		11-36

REWARDS TABLE (2D6)
0-8	Double pay, a considerable cash payment is given to you. You also
	receive recognition of your actions.
9-16	New Gear. You may have either new, one class better Gear of your
	own side or take one of enemy units you have slain as your new one.
17-25	You are given promotion and receive bonus pay rest of your life
	for your efforts.
26-49	Army gives you your very own gear. You may choose it from one of
	those you have slayed in battlefield. Future career as Duelist
	is ensured.
50+	Character gets promotion and future to highest positions in 
	military is a path of roses. Video series is made of your efforts.

PUNISHMENTS TABLE (2D6)
0-4	All loot, pay and honour gained are lost.
-5-7	Courtmartial. Character has lost her status.
-8-10	Disgraced. Character is publicly humiliated.
-11-12	Character is punished and fined.
-13-14	Character is heavily fined.
-15-16	Character is forced to retire into a monastery or exile.
-17-20	Character is declared a coward and must face a challenge into a
	duel by her former comrades in arms. If she wins the unit might
	might pursue a blood feud. As you guessed, you're out of army.
-21-30	Character is either moved into penalty battalion where she will 
	either suffer and perish or given a chance to redeem herself by 
	taking extremely dangerous mission. Failure means execution.
-31-40	Character is offered chance to commit suicide or face swift 
	military execution.
-40-	Character is executed dishonourably and her death is terrible slow 
	agony and her body is dishonoured and finally dogs eat her bones dry.

Designer Notes:
After the battle has ended armies usually look backwards trying to evaluate what went right and what went wrong. These rules try to depict that learning process. The rich rewards and harsh penalties depict the savage world of Terra Nova in 1932. There are only winners and losers, nothing between.

And always it must be remembered that perhaps you are not noticed by your superiors no matter how cowardly or brave you are. Errare Humanum est.

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IV. OPTIONAL RULES

Ferocious battles, Fanatical units, and Surrendering

Some units are fanatical or present factions where surrendering is not considered viable option. It is also bossible that campaign is so ferocious and bitter that both sides do not take prisoners. Such characters need not to surrender but may choose to fight her way out.

This forms itself a mini-game:

Battle will continue until roll of 12-14 is made. indicating that player has managed to break through enemy lines back to her own forces.


Varible Rewards and Punishments

Not all factions follow the harsh punishments and generous rewards system given in basic game. Rewards and punishments depend much on command culture, politics and national character. The following line depicts alternative system with less hard edged results from your actions.


REWARDS TABLE (2D6)
0-8	Promotion. You receive a recognition of your actions.
9-16	New Gear. You may have either new, one class better Gear of your
	own side or take one of enemy units you have slain as your new one.
17-25	You are given promotion and receive bonus pay rest of your life
	for your efforts.
26-49	Army gives you your very own Gear. You may choose it from one of
	those you have slayed in battlefield. You are the new unit
	Duelist. Your memoirs sell well.
50+	Character gets rich rewards: ranks and medals rain on you and
	future prospects include high command. Continuous soap opera
	series is made of your heroic tales. DP9 includes you to next
	character compendium.

PUNISHMENTS TABLE (2D6)
 0-4	All loot and pay is lost.
-5-10	Courtmartial. Character has lost her status.
-11-16	Courtmartial. Character is forced to change unit into one 
	with lesser status.
-17-30	Courtmartial. Character is declared a coward and is moved to 
	prison or penalty battalion. Officers is cashiered from service.
-31-40	Courtmartial. Character goes to prison or penalty battalion. 
	High ranking officers are forced to retire. After suitably long
	time they will be released and fired from the service. 
-41-	Character is executed by military. Some militaries change this 
	to exile or prison for rest of the life.

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[Janne Kemppi]

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Please E-Mail me with any suggestions, comments, and complaints!

Heavy Gear is a Trademark of Dream Pod 9, Inc. Original Heavy Gear material Copyright 1997 by Dream Pod 9, Inc. All Rights Reserved. Used without permission. Any use of Dream Pod 9's copyrighted material or trademarks in this site should not be viewed as a challenge to those copyrights or trademarks.
NOTE: This document and all documents on this site linked to it are owned by Lloyd Doug "Jesster" Jessee (jesster@iquest.net), except where copyright and authorship are otherwise indicated. Permission is granted to use and make electronic copies of said material. Authorization must be granted by the author before said material may be published in any form.

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