Objetivo 4: Modelar y desarrollar una solución, abierta a las diferentes tecnologías móviles, que permita dar servicio de publicidad no
2 F UNDAMENTOS T EÓRICOS Y A NTECEDENTES
2.7 Bibliografía
# TYPE REP ARMOR MOVE WEAPON RANGE TARGET SB HB EXO BTA 1 Infantry 1 - 2 = 5 HB 10 Grenade, Launcher 24 5" circle 6 5 5 4
6 3 - 5 = 4 Rifle, Laser 48 1 4 3 2 1
1 6 = 3 Rifle, Rapid-Fire Laser 48 3 4 3 2 1
# TYPE REP ARMOR MOVE WEAPON RANGE TARGET SB HB EXO BTA 2 Rangers (1) 1 - 3= 5 Exo 16 Grenade, Launcher 24 5" circle 6 5 5 4
4 4 - 6 = 4 Rifle, Laser 48 1 4 3 2 1
2 Rifle, Rapid-Fire Laser 48 3 4 3 2 1
(1) Up to one platoon of Rangers can be used but only if the GP Investment Level is 3 or more.
SUPPORT WEAPONS &MINES RANGE TARGET SB HB EXO BTA
Anti-Air Launcher Unlimited 3" circle/1 vehicle 6 5 5 4
Grenade, Fragmentation 6 5" circle 2 1 NE NE
Machine Gun, Heavy 60 4/1 vehicle 5 4 1 0
Mine, Inferno x 5" circle 6 5 5 4
Plasma Gun 24 3" circle/1 vehicle 6 6 5 4
Rocket Launcher 48 3" circle/1 vehicle 6 5 5 4
1 S
TARA
RMYV
EHICLET
ABLE (Read result as rolled)# TYPE
1 Armored Personnel Carrier 2 Armored Personnel Carrier 3 Light Tank
4 Medium Tank 5 Medium Tank (1) 6 Heavy Tank
(1) If an Attack Mission count as Heavy Tank.
S
TARA
RMYV
EHICLET
ABLETYPE AV CAPACITY MAIN GUN SECONDARY TRACTION SPEED
Armored Personnel Carrier HB 1 Rocket Launcher HMG W/G/T 24/12
Light Tank HB 1(1) Beam, Small Rocket Launcher W/G/T 36/18
Medium Tank EXO 1(1) Beam, Heavy 2 x HMG W/G/T 24/18
Heavy Tank BTA 1(1) Particle-Plasma Gun 2 x HMG 1 AAL W/G/T 24/12
(1) Up to one squad can ride on top of the vehicle fully exposed.
V
EHICLEM
OUNTEDW
EAPONST
ABLEVEHICLE MOUNTED WEAPONS RANGE TARGET SB HB EXO BTA
Anti-Air Launcher 48 1 vehicle 5 3 2 1
Beam, Heavy 48 3" circle /1 vehicle 6 4 4 3
Beam, Small 48 1" circle/1 vehicle 3 3 2 1
Machine Gun, Heavy 60 1 vehicle 5 4 1 0
Particle - Plasma Gun 24 3" circle/1 vehicle 6 6 5 4
Rocket Launcher 48 1 vehicle 5 3 2 1
2 ISS R EACTION T ESTS
(Taken versus Rep)
* = Star May choose to pass 2d6, 1d6, or 0d6
CIRCUMSTANCE MODIFIER
In cover +1d6
Half strength or less -1d6
REASON PASS 2D6 PASS 1D6 PASS 0D6
In Sight Out of ammo or range:
Charge into melee if possible, otherwise Duck Back. All will try and retrieve wounded.
Others:
Fire.
Out of ammo or range:
Charge into melee if possible, otherwise Duck Back. All will try and retrieve
wounded.
Others:
Fire.
All:
Fire.
Received Fire (Ldr) *
Retrieving wounded:
Carry On.
Outgunned:
Carry On Others:
Fire.
Retrieving wounded:
Carry On.
Outgunned:
Duck Back. All will try and retrieve
wounded.
Others:
Snap Fire.
All:
Halt.
Man Down (Ldr) *
All:
Carry On.
All :
Carry On.
All:
Cohesion Test.
Cohesion Test (Ldr) * Taken by unit
All:
Carry On.
If under half-strength:
Carry On but 1 in 3 figures (minimum of 1) will leave the battlefield.
Otherwise:
Carry On but 1 in 2 figures (minimum of 1) will leave the battlefield.
If under half-strength:
Leave the battlefield.
Otherwise:
Carry On but 1 in 2 figures (minimum of 1) will leave the battlefield.
Recover From Knock Down
Roll 3d6 instead of 2d6 but only count 2 best scores
All:
Stunned and may not act or react until having spent one full turn of activation doing nothing.
All:
Out of the fight.
All:
Obviously dead.
TYPE SPECIAL ATTRIBUTE
ISS Agile - Able to fire without penalty when Fast Moving.
Hard as Nails - Roll 3d6 when taking the Recover From Knock Down test.
Vicious - Add 2d6 in melee.
QRS
G
AEAP
RIME- ISS
# TYPE REP ARMOR MOVE WEAPON RANGE TARGET SB HB EXO BTA 2 Infantry 1 - 4 = 5 BTA 12 Grenade, Rapid Fire
Laser/Grenade Launcher (1)
48/24 3/5"
circle
4/6 3/5 2/5 1/4
6 5 - 6 = 4 Rifle, Rapid-Fire Laser 48 3 4 3 2 1
# TYPE REP ARMOR MOVE WEAPON RANGE TARGET SB HB EXO BTA 2 Special
Forces (1)
1 - 2 = 6 BTA 12 Grenade, Rapid Fire Laser/Grenade Launcher (1)
48/24 3/5"
circle
4/6 3/5 2/5 1/4
6 3 - 6 = 5 Rifle, Rapid-Fire Laser 48 3 4 3 2 1
(1) Up to one platoon of Special Forces can be used but only when the Bug Investment Level is 4 or more.
SUPPORT WEAPONS &MINES RANGE TARGET SB HB EXO BTA
Anti-Air Launcher Unlimited 3" circle/1 vehicle 6 5 5 4
Grenade, Inferno 6 5" circle 6 5 5 4
Mine, Inferno x 10" circle 6 5 5 4
Plasma Gun 24 3" circle/1 vehicle 6 6 5 4
Rocket Launcher 48 3" circle/1 vehicle 6 5 5 4
(1)First stat refers to RFL while second refers to grenade launcher. May choose to fire with one or the other when active firing or in reaction firing.
1 BTA P
ENETRATION (Taken versus Impact)SCORE RESULT
"1" BTA explodes and becomes irreparable.
Operator is Obviously Dead.
Impact or less but not a "1"
BTA is damaged and knocked down. Roll on the BTA
Damage Table.
Operator takes the Recover From Knock Down test.
Higher than Impact BTA unharmed but knocked down.
Operator takes Recover From Knock Down test.
1 BTA D
AMAGE (Taken versus Impact)SCORE RESULT
Impact or less Total systems failure!
BTA is immobile and Out of the Fight.
Operator trapped inside and must be recovered.
Higher than Impact Power loss! BTA switches to backup power and can function normally. If already on backups then treat as total systems failure.
QRS
2 S YMONS R EACTION T ESTS
(Taken versus Rep)
* = Star May choose to pass 2d6, 1d6, or 0d6
CIRCUMSTANCE MODIFIER
In cover +1d6
Half strength or less -1d6
REASON PASS 2D6 PASS 1D6 PASS 0D6
In Sight Out of ammo or range:
Charge into melee if possible, otherwise Duck Back. All will try and retrieve wounded.
Others:
Fire.
Out of ammo or range:
Charge into melee if possible, otherwise Duck Back. All will try and retrieve wounded.
Others:
Snap Fire.
All:
Halt.
Received Fire (Ldr) *
Retrieving wounded:
Carry On.
Outgunned:
Duck Back. All will try and retrieve wounded.
Others:
Fire.
Retrieving wounded:
Carry On.
Outgunned:
Duck Back. All will try and retrieve wounded.
Others:
Snap Fire.
All:
Halt.
Man Down (Ldr) *
All:
Carry On.
All :
Carry On.
All:
Cohesion Test.
Cohesion Test (Ldr) *
Taken by unit
All:
Carry On.
If under half-strength:
Leave the battlefield.
Otherwise:
Carry On but 1 in 2 figures (minimum of 1) will leave the battlefield.
All:
Leave the battlefield.
Recover From Knock Down Roll 3d6 instead of 2d6 but only count 2 best scores
All:
Stunned and may not act or react until having spent one full turn of activation doing nothing.
All:
Out of the fight.
All:
Obviously dead.