Core Rules

From 30 Minute Missions: Wargame
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Introduction

Tools

Dice

In order to fight the enemy you will need Dice. An Eight-Sided Dice (D8) to be exact. D8 dice are used for everything in this game. You will want to have multiple (recommended to have at least 6) of them so you can roll all of your attack at once instead of one at a time. If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.

Modified Stats & Rolls

If an effect states " (+/- number) to (stat)" then you apply that number to the Stat on your Units Datasheet.

  • Units modified Assault stat is 6. "+1 to Assault". The new Assault stat 5.
  • Units modified Accuracy stat is 5. "-2 to Accuracy". The new Accuracy stat 7.

If an effect states " (+/- number) to (stat) Roll" then you apply that number to the relevant roll.

  • Unit rolls a 4 for Assault roll. "-2 to Assault Rolls". The new Assault roll is 2.
  • Unit rolls a 8 for Accuracy roll. "-3 to Accuracy Rolls" The new Accuracy roll is 5.

Put stuff about Dice here. Talk about tiles in basic. Also Tokens

Unit Creation

Datasheets

Gameplay

Board Setup

Battlefield

All Missions take place on a battlefield comprised of Hexagon tiles. One hexagon tile is the same size as an action base 4 / 5. A full-sized battlefield measures 16x13 hexagonal tiles, or 208 total Hex', with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.

Unit Deployment

Players determine who goes first by both rolling 1d8 with the person who has the highest number going first. Starting from the highest to the lowest order, each player alternates putting one of there Units down on 1 of the 3 closest hexes to them on there side of the battlefield. This is called the Deployment Area (shown on the right, highlighted in green). Once all Units are on the battlefield, the battle begins staring with the highest.

Turn Order

Each player moves a single Unit during their turn. Units can only move once per Round. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders.

  • Turn: Chess-like back and forth between players.
  • Round: After all Units have been moved.

Phases of Combat

Each player moves a single Unit during their turn. Units can only move once. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back around to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders.

When the player chooses a Unit to move first, that Unit must move through each phase sequentially. They are allowed to skip over phases but they cannot go back to a phase prior to the one they started with. The below images shows the correct sequence in which the phases should be performed.

Movement Phase

Once you have chosen a Unit to move, they begin there Movement Phase. First, roll a D8 to see how many Action Points gets added to that units Base AP. These can be used throughout that Units turn. Next, move to a desired hex using the Standard Movement or Thruster Movement options.

Units can only move forward to the 3 closest hexes directly in front of them (represented by the green hexes). Units may also rotate around on the same hex (represented by the red hexes) at the cost of 1 standard movement point. Once per movement phase, a Unit can rotate freely around on the same hex without having to use a standard movement point.

Movement Within a Hex

Depending on the size of each Unit and terrain you are on, you may find that you have a fair bit of room inside the Hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to setup ambushes/ firing positions/ or take better cover.

Two friendly Units may occupy the same hex as long as they do not collide with one another. Two Units on opposing sides cannot occupy the same hex unless one is on another elevation from the other.

Ranged Combat Phase

Using your Units datasheet: determine which ranged weapon(s) you want to attack with and if the enemy is within its range. Next, determine which area(s) you want to attack. Be sure to have proper Line of Sight and the area is within your Field of View If you don't have both, you cannot attack that area. Once you determined your weapon, that the enemy is within range, the area you want to attack, and you have proper Line of Sight: subtract the AP it takes to fire that weapon from the AP Pool that Unit currently has. If the Unit does not have enough AP they cannot perform an attack. The Weapon AP cost on the datasheet is for a single attack. If a player has excess AP in there pool, they may attack more than once. After the Weapon AP cost has been subtracted from the Units current AP, the player may conduct an Accuracy Roll.

On the Units Datasheet there is a value that represents its accuracy. Using a D8, the player will roll to see if their shot is accurate. This means the player needs to roll equal-to or higher than the value that is shown on their datasheet. If the roll does not meet the aforementioned requirement then the shot misses and that phase is over. If the roll does meet the requirement, then the enemy has a chance to evade.

Using a D8 again, the enemy player will conduct an Evasion Roll. Back to the datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement, then they successfully evade the incoming shot and the phase is over. If the fail to meet the requirement, then the shot hits its intended area.

Finally, there is one last roll the player conducts before the enemy subtracts the total weapon damage to the intended area and ending the ranged combat phase: the Critical Roll. With this roll, the player simply rolls a D8. If it lands on an 8, then half of the Flat Weapon Damage used to attack is added as a bonus onto the weapons flat damage. If it doesn't, then only the attacking weapons flat damage is subtracted from the intended areas defense. The image below shows the full course of fire.

Close Combat Phase

The close combat phase is similar to the ranged combat phase with the major difference being that instead of using ranged weapons to attack, the unit uses melee weapons. This time instead of conducting an Accuracy Roll, you will conduct an Assault Roll. All of the above applies to this phase as well.

Command Actions

Any actions that DO NOT deal with movement or active combat. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Units turn. Below are some of the basic Command Actions that can be used:

Command Action Description
Get Up When you get thrown down, you can get back on your feet.
Press On Gain an additional Standard Movement Point.
Break Grapple Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.
Swapping A Unit may change a weapon that is equipped to carried and vice-versa. One weapon per action.
Retrieving A Unit may pickup a weapon that has been dropped or disarmed from a friendly Unit. The weapon is placed in an open hand as equipped. If no hands are free, the weapon cannot be retrieved. Must be on the same hex to retrieve.
Deploy Places drones attached to a Unit onto the battlefield. Max of 3 active drones.
Transform Units that can Transform do so at the start of the movement phase. Prior to moving the Unit, transform it into its alternate form then proceed with the movement phase per normal. While Transformed the Unit loses control of its limbs but gains bonuses determined by the vehicle it transformed into.
Kneeling Position A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn.
Prone Position A Unit physically gets into the prone position. The Units primary facing direction cannot be obstructed by a structure or another Unit. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone. Must kneel before getting into or out of the prone position. Can only be done once per turn.
Offensive Stance A Unit takes aim in a given direction and is able to perform an attack outside of its turn if an enemy moves into range. Detailed information can be found here
Defensive Stance A Unit actively uses a shield or any two handed weapon as cover. All incoming damage is redirected to the shield/weapon. Detailed information can be found here
Recall Docks all active drones, regardless of position or range, back to the Main Unit.
Reposition Moves the active drones on the battlefield 1 hex. Drone range is a 2 hex radius from the Main Unit.

Combat

All distances are measured in Hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of Hexes set by your Datasheet and you'll also need Line-Of-Sight. LoS is determined by looking over the shoulder (closest to the head) of your Unit directly to the target imagining a 30mm rod as a guide. The Units weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Units weapon AND head do not have a clear LoS, the Unit cannot fire.

Weapons

Destroyed weapons/ equipment give the Unit that destroyed them experience in campaign play as well as removing the effected Units ability to use it for the remainder of the battle.

Mounted Weapons: When mounted weapons are destroyed, they explode dealing damage to the section they connected to. The damage dealt is equal to 50% of the destroyed weapons Flat Damage.

Status Effects

Terrain

Scenery on the battlefield can be many things. Ranging from tall buildings to small rocks or trees. Terrain features will be dictated by the Mission but are not limited by it. Different terrain features are represented by different colored hexes. Each colored hex give different advantages and disadvantages.

When placing terrain colors on the battlefield, different colors need to be placed atleast 1 hex apart. If a color description states its at a specific elevation, the only elevation that is can be placed is at the Zero Elevation (unless specific rules are applied).

Hexes

Buildings

Elevations

Weapon Ranges & Elevations When determining range to/ from an elevation, that elevation number must also be included into the distance to the target. For example: If you were on -2 attacking a enemy who was 6 hexes away on +1, the total range would be 9 hexes. So your attacking weapon would need to have a range of at least 9.

Environmental Effects

Missions

Terminology

Term Definition
Accuracy Roll Chances of landing a shooting attack with D8.
Assault Roll Chances of landing a melee attack with D8.
Counter Roll Chances of returning fire when evasion rolls are successful. Flat damage of primary weapon. D8
Evasion Roll Chances of Evading incoming attacks. D8
Critical Roll Chances of successful attack being a Critical Hit. D8
Perfect Roll Perfect Accuracy and Assault rolls gives uninvadable attacks. Critical Rolls give critical hits.
Critical Hit Adds 1/2 of the weapons flat damage as bonus damage (round up).
Classification Determined by the Total Defense Points of a Unit.
Line of Sight A straight line to the area being targeted. Observed with an unobstructed view.
Field of View The hexes directly left and right of front center in a Units direction as limits.
Standard Movement Also referred to as Standard Movement Points: is how many hexes you can move in a single turn
Thruster Movement Only available if thrusters are on model. Forfeit Ranged and Close Combat phases if used. Path is linear to the direction you choose. If an obstacle blocks the full travel, the Unit stops one hex prior.
Action Points Also refereed to as AP: are points used to determine how many actions can be performed in a single turn.
Command Actions Also referred to as AP: are any action NOT dealing with active movement or combat. Requires 2 AP to perform.
Equipped Weapons Weapons that are being held in the hands of a Unit.
Mounted Weapons Weapons that cannot be swapped out. Explode when destroyed. Damages ONLY area it was attached to.
Carried Weapons Weapons that are being stored on the Unit. Max of 3 weapons. Can be equipped or retrieved if space is available. Need to be equipped before using.
Flat Damage How much damage a weapon deals.
Fall Damage 3 x elevation height in damage to both legs/ cockpit.
Systems Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.
Mods Abilities that
Traits Abilities granted to the Unit from the pilot.
Artificial Intelligence RoyRoy heads have their own sentience. Mainly used for giving drones life.
Core Parts Any and all parts that make up the CORE of the unit. EG; head, head armor, chest, knee armor, etc.
Core Stats Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.
Core Type Determines your Units base Stats. Each Core Type is as different as the stats they give.
Deployment Cost The overall Cost of a Unit. This includes Weapons, Equipment, Defense, Systems, Mods, etc.
Two Handed Weapon When a part is labeled as 2 handed, the Unit using is must use two hands to properly wield this weapon. If two hands are not used, the complete weapons damage is reduced by .5. This requirement doesn't count towards mounting the weapon. When making this on the datasheet include the tag "[2H]" next to the weapons name.
S.R.M. Stat Reduction Modifiers. Shows how many times a Units base stats can be lowered. Max reduction of 2/2/2.