Hotspots-Core Rules
Version 1.06
http://www.geocities.com/toadsky413/hotspots/hotspots.html
[1.0] INTRODUCTION
Hotspots is a tabletop wargame for 2 or more players. The game simulates a military action between two small factions with limited resources. The game is meant to be free in all of its aspects and readily used from the web pages. Players are encouraged to send their ideas for further expansion of the game.
[2.0] GENERAL COURSE OF PLAY
The game is played in turns, which is broken down into numerous phases.
1. Select Force Colors
2. Select Home Map(s)
3. Select Mission
4. Purchase Units
5. Deploy Units and place constructions.
6. Roll Color Force Pre-game rolls.
7. Roll to see who goes first.
8. Turn sequence (Player 1 does all, then player 2 phases.):
Advance die counters on construction, off map aircraft, etc.
Air Movement/Anti-Air Fire/Ground or sea Spotting/Declare Attacks
Air to Air or Ground Combat resolution
Land Movement
Land Combat resolution
Sea Movement
Sea Combat resolution
Victory Condition Determination after both players have completed their phases.
[3.0] GAME EQUIPMENT
Print out the game pieces found on this website. Paste them to a thick type card and cut them out carefully. Follow the links on the Hotspots home page to the small maps and print any or all of them you would like to use. You will also need at least a couple 6 sided dice. (2d6)
The numbers on the units are as follows:
Land Units= Ground Attack/Anti-Air/Movement rate.
Air Units= Ground Attack/Air Attack/Movement rate.
Sea Units= Sea Attack/Anti-Air/Movement rate.
[4.0] MISSIONS
[4.1] Mission Selection:
Each player will attempt a mission during the game. They will select their
own mission upon seeing the enemy terrain and force color by consulting the
mission availability matrix. Missions will have a variety of random factors,
special markers for locations, etc. and situations, while trying to attain
various objectives. Rules in the missions supercede these core rules. Players are encouraged to submit their own missions for inclusion in the game.
[4.5] Standard Mission: BORDER SKIRMISHES
COLORS THAT CAN USE: Any, but both must agree to use it.
FORCES: Each player gets 200pts. to spend on units. Not more than 20 units per side.
MAPS: They may not select a map with islands.
OBJECTIVE: Players must destroy each others' HQ unit to win. Player who had last turn gets to finish turn that their HQ was destroyed to play for a draw.
ADDITIONAL UNITS: Each player gets one HQ unit.
TURN LENGTH: Unlimited, or until someone surrenders.
DEPLOYMENT: Each player puts his defending forces on their map, excluding the entire outer perimeter. Then attackers may enter the map from any side, and places all of his units on the map on the perimeter.
REINFORCEMENTS/RESERVES: Players recieve 10 pts. on account each turn. May buy units and deploy them face-up on any map edge at the end of their following turn.
[5.0] SEQUENCE OF PLAY
Players will select a force color and agree how many points worth of units they will each buy. Then they will secretly select their own approved map and an approved mission to accomplish. Then they will buy units. Some may turn out to be not needed at all, but they must stick with their purchases. When purchasing is done, they will split up their forces into invading and defending. These can only move from one are to another under special circumstances.
[6.0] LAND MOVEMENT
Movement cost is based upon the following:
All hidden units move one hex per turn. To take full advantage of their movement rate, they must be revealed. This simulates "sneaking". Note that units that are prohibited from entering certain hexes may not do so while hidden. All land movement is done before any land combat.
[6.5]TERRAIN EFFECTS
[6.51] TERRAIN AFFECTING MOVEMENT: Land units moving into a tree hex must use 2 movement points to enter the hex. Land units moving into a mountain hex must use 3 movement points to enter the hex. Land units must only use 1/2 movement point to enter a hex with a road in it.
[6.52] TERRAIN AFFECTING SAVING THROWS: Any land unit in a tree hex adds 1 to its saving throw. Any land unit in a mountain hex adds 2 to its saving throw. Any aircraft on the ground gets NO saving throw.
[7.0] AIR MOVEMENT/Anti-Air fire/Ground Spotting
Air units may move their units each as far as their movement allowance is for the turn. The battles are not considered long enough for units to run out of fuel. Air movement must be pointed to one hex at a time. If at any time an air unit flies over an enemy, the enemy may choose to reveal their unit and fire their anti-air value against the aircraft. If the aircraft fires at any unit, then the air unit may not move any more during the turn. Ground units must decide if they will use anti-air fire before the ground spotting roll is made. If an air unit goes off the map, it may not return for 3 turns. Mark it with a die counter. After the three turns, it may return on any hex side on the same side of the map that it exited.
Fixed Wing Combat rule: Any non-VTOL fixed wing aircraft must move 6 hexes before it may fire, thus stopping its turn. Fixed-wing aircraft may only land in an airbase. Also, no aircraft (including helicopters) may land in mountains or trees. Fixed wing aircraft must move at least 5 hexes/turn. Fixed wing aircraft may only turn one hexside at a time and not on consecutive hexes.
[7.3]Air vs. air combat: Only the phasing player may use its attack value. The non-phasing, or "defending" unit must wait until their own turn to fire.
[7.2]Ground Spotting: Any hidden unit being flown over must make a roll (1d6) to continue hiding. Units may conceal themselves on a roll of 6 in the clear. Units on the road are automatically detected. Units in the mountains remain hidden on a roll of 5 or 6. In forest or jungle, the roll is 3-6.
[8.0] SEA MOVEMENT
[8.8]Movement between maps: Generally, unless otherwise stated, units must move 100 hexes off of the map to reach another map. This must be tracked on paper for each unit.
[9.0] INITIATIVE AND STACKING
[10.0] COMBAT
[10.1] Zones of Control:
Whenever two opposing units are in adjacent hexes, the phasing player may attack the defender, or in the case of some units, may have a farther attack range.
[10.5] Resolving Combat:
Each phasing player's unit that did not fire during the turn in the Anti-Air phase may use their attack. All movement is completed before any attacks are made. For each attack, roll 2d6. If the roll is equal to or less than (=,<) then the attack was a hit. The defending unit must roll 2d6 that is less than or equal to its saving throw. (See Unit Profiles.)
[12.0] HIDDEN MOVEMENT
At the start of the game, all land and sea units are covered with a "hidden" or "?" marker. Hidden units may never move more than 1 hex per turn. Air units are not hidden. Any firing unit is not hidden. Any unit being fired upon is not hidden.
[12.2] FALSE UNIT MARKERS: Unless otherwise specified in a mission, a force may have 2 false unit markers to deploy each game. These markers may have a "?" marker on it and move around as if it was a real unit. It may also be stacked with another unit to make the unit seem like something it is not. It may also be stacked with the other false unit marker, or both with another unit, with a "?" on it for a total of four counters in the stack. Once a false unit marker is revealed it is removed from the game. False unit markers do not have to be used at all.
[13.0] SPECIAL UNIT CAPABILITIES
See unit profiles for additional info.
[13.1] HEADQUARTERS: Have a saving throw of 4 or less.
[13.5] ENGINEERS: Engineers can construct or destroy Airfields, Bridges, etc. There are two ways for an engineer unit to construct.
[13.54] HOME MAP CONSTRUCTION: At the start of the game, when units are purchased, an Airfield or Bridge may be purchased for 10pts. each. One Engineer unit must be bought for each project bought. Projects bought in this manner may only be used on home maps. The projects are then placed when the units are deployed. The Engineer unit may be placed anywhere on the home map the project is placed.
[13.55] ENEMY MAP CONSTRUCTION: To construct a project in an enemy map, an engineer must be on one location, undisturbed (may not attack or defend) for six turns. (a 1d6 may be used as a counter.) After that, as long as the engineer remains undisturbed, they must roll once each turn for each project completion. The rolls (1d6) are as follows: Airfield or Bridge 4 or less.
[13.56] DESTRUCTION: To destroy a friendly or enemy construction, an engineer unit need only be adjacent to the construction uninterrupted for one complete turn.
[14.0] FORCE PROFILES
[14.1] Red Force Profile: Red Forces are poor dictatorships that owe their allegiance to the old Communist block, at least to the point of getting the military hardware that they want. Red forces are expansionist. Red forces often find some people who are sympathetic to their rhetoric. or fearful of their threats, and will take up arms for them.
At the start of the game, the Red force rolls a 1d6:
1. Kill own citizens (one's don't really want) and show Cable News service "what enemy did". This negates enemy's pre-game roll. Also, gain a Guerilla unit.
2. United Nations votes in your favor: This negates enemy's pre-game roll. Also, gain an infantry unit.
3. Force old women and children into service: Gain a PD unit and a Guerilla unit.
4. Communist Block Regulars: Gain 2 infantry, but enemy gains one Guerilla.
5. Peace talks: Bomb enemy with ordnance while is expecting peace; roll 1d6 for every unit. On a roll of 6, it is hit, and must make its saving throw. Aircraft are considered in the air for this purpose and are not hit.
6. Commie Radicals: Gain 1d6 Guerillas to be used in any map.
[14.2] Blue Force Profile: Blue Forces are nations with a fair standard of living that have religious or political views which are distasteful or hated by most of the rest of the world. Consequently, Blue forces are isolated and recieve no outside support.
At the start of the game, the Blue force rolls a 1d6:
1. Donations from foreign nationals: Gain 1d6X5 pts. in Materiel.
2. Reserves Trained: Gain 2 Infantry Units.
3. "Enemy of my enemy": Gain 1d6-2 (0 to 4) guerilla units to be placed on enemy map.
4. Counterintelligence Network: Pick up to five enemy units; Roll a 1d6 against the enemy's 1d6 roll. If higher, enemy must reveal the unit. If rolled three higher, the unit is destroyed. If rolled 4 LOWER, the network is destroyed and no more rolls may be made.
5. Zealous Militia: Gain a Guerilla unit and roll again.
6. Weapons Black Market: Upgrade any unit by up to 22 pts. (must reveal unit)
[14.3] Rust Force Profile: Rust forces are for the player who likes the challenge of playing a very poor nation, even by Hotspots standards. Rust forces are very vulnerable to air attacks. They do a lot of behind the scenes petitioning to G7 type nations for support. However, the citizens are very patriotic towards the rust forces banner and will frequently take up arms for their nation's defense. Also, adherents to rust ideals can often be found in other lands and are prone to revolt against repressive regimes.
At the Start of each game, the rust player rolls a (1d6):
1. G7 cruise missile attack: All enemy constructions are automatically destroyed. No new constructions may be made.
2. Cable News Service Report: Due to negative publicity, the enemy's pre-game roll is nullified. Plus gain one Guerilla unit to be placed on any map.
3. G7 Covert Assistance: Gain (1d6) Guerilla units. These must be placed in home map(s).
4. G7 Foreign Aid: Purchase an additional 1d6X5 pts. in Materiel.
5. G7 Satellite Reconnaisance: All enemy units are revealed on 1d6 roll of 4 or less.
6. G7 type nation air intervention: All enemy air units purchased are destroyed. No enemy units may be deployed in any map as they are declared "no fly zones".
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