TUW: the Tabletop Universal Wargame


TUW: Tabletop Universal Wargame
Tabletop Universal Wargame
War.
Any Time.
Any Place.
Have a Nice Day.

by Stephan Beal

Version 0.1 DRAFT
Last Updated: Sun Jul 25 23:54:30 1999


 

Reader/Reviewer's Notes:

Text in bold red are references to nonexistent things or things that need to be moved, strongly edited, or something like that.
Text in this blue color means that topic is questionable and may or may not be included in version 1.00 of the game (but is in for consideration).



TUW, the Tabletop Universal Wargame, is a free tabletop game simulating combat in all shapes, sizes, technological settings and time zones. See Section 1.0 for more details.



Table of Contents
License 0.0
Introduction 1.0
Turns 2.0
Units 3.0
Terrain and Movement 4.0
Combat 5.0
Cross-Genre Play 6.0
Flight 7.0
Special Abilities 8.0
Optional Rules 9.0
Maps 10.0
Unit Descriptions 50.0
Glossary/Abbreviations List (not yet)
Tables and Charts 99.0

0.0 - Formalities.

0.1: Trademarks:
Any product names used in any section of TUW (specifically, the files named "tuw.*.html", where * equals one or more of any character) are trademarks or registered trademarks of their respective owners. Use of any trademark in this text does not challenge the ownership of that trademark in any way. Specifically:


0.2: Copyright and License:

This particular document, entitled "TUW: [the] Tabletop Universal Wargame" is copyright 1998, 1999 by Stephan Beal. However...
TUW's text is released into the Public Domain. That means you can do whatever you want with it. You are encouraged to edit it with your own modifications and play it any way you like, but I will request the following:

0.3: Contributing to TUW:

If you would like to contribute to the game, or if you have any comments, complaints, etc., please email Stephan Beal. There are some requirements and guidelines, though:

Any submissions that do not follow these guidelines will probably not be considered for inclusion into the mainstream rules unless they're just really too good to pass up. Any future revisions of the game that use your suggestions will, of course, list you in the credits.
 
IMPORTANT: Regardless of whether any suggestions are "officially" incorporated into the rules, you are encouraged to play it however you enjoy the most with whatever rules you want to play by as long as all players play by the same rules. Even "unofficial" material will gladly be linked to by TUW's main web site. Just send the TUW maintainers an email with the URL. You are even encouraged to edit your copy of TUW's rules to suit your desires, and then republish it under a different name.
 
0.4:Rules Questions:

Any rules questions can be emailed to any of the TUW RulesMongers:

0.5: Maintainers:

The current maintainer of the TUW rules is Stephan Beal.

0.6: Credits:

Author: Stephan Beal
Creative Input and Rules Consultants: Rob "Boppin' Bob" Huwar
Play Testers: None yet.
Authoring Tools: Symantec Visual Page 1.x for Windows, Perl, Netscape Composer 4.5 for Linux.
Very Special Thanks to:

Steve Jackson - Great games with great stories behind them.
Natalie Merchant and Depeche Mode - Great music.
GNU and Linux - Driving the Free Software movement.
Larry Wall and ActiveState - Perl. The section numbering and hyperlinking in this doc is done entirely with Perl.
Sun Microsystems - Java.
The Gimp - Great graphics editor.
Patrick Victor Paul, the Man with Three First Names - Introducing me to M:TG.
Gerald Beal - Buying me G.E.V. for Christmas in '89 or so.


1.0 - Introduction

1.1 - History.
TUW (pronounced "too"), the Tabletop Universal Wargame, has been in "mental development" since 1995. It is a generic wargame engine that takes aspects from several popular games, including Steve Jackson Games Incorporated's Ogre and GURPS series, FASA's Battletech, Wizards of the Coast's Magic: The Gathering, and many others. A large reason for TUW taking so long to write was the decision about how much detail to include. I felt that something like Battletech was far too complex, but Ogre was a bit too simplified to work in a cross-genre setting. After throwing in new rule after new rule, I finally decided that I had made it too complex to be played quickly (TUW's primary design goal). So I decided that I would make TUW as simple as possible, and then extend it into Advanced TUW later on, giving players the best of both worlds: use the Basic rules for a quick game, or use any or all of the Advanced rules for a more complex game. The advanced rules will likely be released about half a year after TUW is.

1.2 - TUW is an Engine.
TUW is an engine. That is, it is a set of rules off of which to build a whole game. All rules necessary for play are contained in this document. Each game setting, or game world, will contain unit lists and special rules for that unit.

1.3 - What Does Tabletop Universal Wargame Mean?
 

1.3.1 - Tabletop.
TUW is designed to be playable in a minimum of space, taking no more than a single tabletop. Unlike miniatures-based game, TUW uses paper or card stock counters and small-grid hexagon maps (2-3 centimeters per hex works well) to control movement. Or, for computer-based play, you can use GUB, V_MAP, or other wargaming aids as your front end.

1.3.2 - Universal.
TUW is designed for any number of players to play out any sort of battle--from club-armed peasants vs. the knights of the land, to supertech tanks vs. flying saucers. TUW comes with the counters and maps players need to start playing using the supplied scenarios, but players are encouraged to make their own units, maps, and scenarios as well.

1.3.3 - Wargame.
TUW is about fighting. It lets players play out battle scenarios of any size they like. Unlike most wargames, though, it is designed to be simple to play, with a minimum of paperwork and setup time.

1.4 - Concepts.
Below are details on the basic concepts referenced throughout the rules.
 

1.4.1 - Units.
In TUW, a unit can represent an individual item (a single man, a dinosaur, etc.) or a group of items (a battalion of tanks, a fleet of spaceships, etc.). The players should decide on a unit scale if they deem it important. The unit scale will not affect the game at all. Each counter is treated as a whole unit, and is wounded and destroyed as a whole.

1.4.2- Counters.
Each unit is represented by a square playing piece. TUW comes with graphics representing many units. Players should print these out, paste them to heavier paper (cereal boxes work well), then cut them out and use them for playing. Throughout the rules, these playing pieces will be referred to as counters.

1.4.3 - Scale.
The scale (time or size) of hexes, turns, and units is undefined in TUW.
 

1.4.3.1 - Scale of Hexes.
Battles are played out on hexagonal maps. Each hex represents some undefined amount of space. The amount may be defined for a specific scenario, but it is generally not necessary to have a defined scale. The definition of hex sizes is: The distance across one hex is exactly the distance one unit can move when spending 1 movement point while crossing open terrain. If it is important to the players, they can create any scale they wish for a particular scenario. For a battle between individual orcs and humans, the players should choose something small, like 1 or 2 meters per hex. For battles between space fleets, maybe 100 kilometers per hex would be appropriate. The hex scale may be affected by the time (turn) scale as well (see below). The scale of a hex should be such that no single unit on the battlefield occupies more than one hex, but this can be broken for very long units like a train or the worm that wrapped itself around the Vikings' world.

1.4.3.2 - Scale of Turns.
Play time is measured in turns. Each turn represents an undefined amount of game time. Like the hex scale, turn scale is normally not important. The formal definition of a TUW turn is: A turn lasts exactly long enough for all units in play to use their whole movement point allowance and all of their attacks. If it is important to the players to make a time definition for their turns, they should take into account the scale of the units they will play with (see below) and the scale of the hexes. For example, a battle between individual swordsmen might use short turns (1-5 seconds), while a battalion-level engagement between early 20th-century armed forces might use long turns (several minutes). Note that the scale in game time (the fictional time span of the scenario) is unaffected by play time (the actual time the players spend playing the game).

1.4.3.3 - Scale of Units.
Each unit counter can represent a single unit or a group of units. The determination of whether a counter represents one or multiple units is up to the players and/or scenario rules. For example, if players want to represent a small-scale conflict in a bar, then each counter may represent one drunken brawler. If they want to play a large-scale battle on a map representing the rolling hills of Oklahoma, each counter might represent a battalion of soldiers or tanks. Regardless of the unit scale, each counter is treated as a single unit when determining whether it is destroyed or not.

1.4.3.4 - Adjusting Scales.
When combining units from game settings where the scales vary widely, players may wish to adjust the ATT, DEF, and RNG scores of some of the units. Example: Two players set up a game that has a catapult and a tank, playing in the tank's "native" game setting. The catapult comes from a game world where it normally has an RNG of 3. But in it's "native" campaign, each hex is normally 200 meters. The tank also has a "native" range of 3, but comes from a campaign where each hex is 1km across. For this game, the players decide that the catapult has an adjusted range of 1 (which is physically farther than it normally has, but is at a serious handicap in this game setting). This type of scale-adjusting is only necessarry when playing cross-genre games. See the Sections _REC_SEC_GL_ and _REC_CG_COMBAT_ for information on playing games across multiple game settings.

1.4.4 - Dice.
TUW uses one 6-sided die (abbreviated as "d6") for all combat resolution. They can be purchased for under 1 U.S. dollar at most hobby shops or can be found with almost any other game you may have stuffed away in a closet..

1.4.4.1 - Dice Notation.
The abbreviation for saying "roll one 6-sided die" is "roll 1d6." The number in front of the "d" is the number of times to roll the die. For example, "roll 3d6" means roll the 6-sided die three times. Unless noted otherwise, the results of each die roll should be added together.

1.4.4.2 - Why 6-sided Dice?
Originally, d10 were chosen for TUW, but it was decided that d6 are much easier to get for most people. Almost everyone has one, even if it's just the ones that came with their other board games.

1.4.4.3 - But I Don't Have a 6-sided Die!
TUW comes with 18 numeric counters, 3 each of the numbers 1 through 6. Players without a d6 should print these out, paste them to heavier paper (an index card works well), then cut them out and put them in a cup. To "roll," shake the cup and draw out one numeric counter. Return the number to the cup after reading it. You could also substitute any other random numbering system you choose (like watching stock quotes on a ticker, a trick used by some Play By EMail gamers), as long as all players use the same system.


1.4.5 - Rounding.
Unless noted otherwise, assume that any numeric rounding is done using normal rounding rules; if a decimal is 0.50 or higher, round to the next higher number. If it is 0.49 or less, round down. For example, the defense score of a unit, which is originally 3, is increased by 50%. The adjusted total defense score is 4.5, rounded up to 5. If a unit gets multiple percentage bonuses, add the percentages together before applying them. For example, if that same unit gets a 50% defense bonus from terrain plus a 50% bonus from a special ability, the defense score is 6. It is possible for an attack or defense score to be a negative number.

1.4.6 - Arbitration.
The rules cannot possibly cover all circumstances that may come up in a game. When there is no rule to cover a specific situation, the players should decide on whatever sounds Just and Fair, erring in favor of fun over realism if necessary. When players have conflicting views about how a rule should work, they should flip a coin to determine whose interpretation will be used for that game. In either situation, please contact the TUW RulesMongers so they can consider updating the rules.

1.4.7 - Rules Precendence.
Units and scenarios may each define special rules. When scenario rules contradict unit-specific rules or normal game rules, scenario rules take precedence. When unit-specific rules contradict normal game rules, unit-specific rules take precedence. From lowest priority to highest, rules should follow a) the rulebook, b) the unit rules, and c) the scenario or game world rules.
 

1.5 - Getting TUW.
The latest official release of TUW is available from XXX. They are available zipped from XXX.


2.0 - Turns

2.1 - General.
Movement and combat is governed by turns. During a turn, each player's units may move and fight with all available actions. A single turn is comprised of all moves and attacks from all players. So, once everyone has moved, attacked, or chosen to take no action with some or all of their units, one turn has passed. Each turn is broken down into phases, during which only certain types of actions can happen.

2.2 - Turn Sequence.
Here is the sequence of events in a turn:

    1. Beginning Phase. Anything that happens "at the begining of the turn" happens here.
    2. Movement Phase. Each player, in turn, moves any or all units on his side.
    3. Attack Declaration Phase. Each player, in turn, declares and rolls any attacks. Results are not applied immediately.
    4. Damage Phase. Each player, in turn, applies any attack results on his units. Anything that happens "when a unit is [killed or wounded]" happen here and are resolved immediately, before the turn continues.
    5. End of Combat. Anything that happens "at the end of combat" happens here.
    6. End Phase. Anything that happens "at the end of the turn" happens here.

For a game with more than two players, simply insert their turn into the appropriate place in the list. For example, movement for player 3 would go directly after the movement for player 2. Attacks for player 3 would go right after player 2's attacks. No attacks are actually resolved until all players have played through all of their Attack Phase.

2.3 - The Advantage of Being Last.
Combat, with attacks for each player being resolved simultaneously, gives the player going last a slight advantage because that player gets to see what the player(s) before her/him will do before declaring her/his attacks. Players should decide who will "have the initiative" at the beginning of a scenario and have that player go last. Most scenarios will state the player order in their instructions. For generic scenarios, rolling a die is normally a good way to see who has the initiative for that scenario.


3.0 - Units

3.1 - General.
The basic playing piece is the unit, which is represented by a counter, or small piece of printed paper or cardboard. The scale of each unit depends on the scenario. See Section 1.0 for details on scale.

3.2 - Unit Statistics.
Each unit has several attributes, which are detailed below. These numbers usually range from 1 to 8, but may be 0, negative, or higher than 8. Higher numbers are always better for the unit than lower numbers.
 

3.2.1 - Attack Score.
Each unit has an attack scores (abbreviated "ATT"). The higher the number, the stronger the unit's attack is. The ATT represents not only the power of a unit's weapons but also how well the unit uses them. (A peashooter may not be strong, but if the attacker has the skill to always hit its target in the eye, it will be more deadly!) See Section 5.0 for details on how to use the attack score. If a unit has an ATT score of "X", then the unit cannot attack at all.

3.2.2 - Range.
Each unit has a certain attack range (abbreviated "RNG"). Units that can only attack hand-to-hand or have no attack capability have a RNG of 0. A unit may make an attack at any other unit within this number of hexes. See Section 5.0 for details on how to use the range score. Each attack a unit is capable of making, if it has more than one, may have different ranges.

3.2.3 - Defense.
Each unit has a defense score (abbreviated "DEF") that gives an indicator of how hard the unit is to kill. The DEF represents armor, reflexes, speed, and general resilience. A tiny fairy might have a higher DEF than a normal soldier because it's a small target, and a dragon might have the same DEF as a tank because it's a hardy creature. See Section 5.0 for details on how to use the defense score.

3.2.4 - Movement Points.
Each unit has a number of movement points (abbreviated "MP"). These points are used to determine how far a unit may move each turn. See Section 4.0 for details about movement.

3.2.5 - Cost.
Each unit has a point cost associated with it to give some indication of how much the unit is worth when compared to other unit types it is normally in combat with. When setting up a battle, each player will normally be given a specific number of points to spend on units, and that is where this cost come in to play. If a player is allowed 25 points to spend on units, he could select 25 units worth 1 point each, 10 units worth 2 and 5 units worth 1, etc. The actual units allowed will be determined by the scenario or game setting. The formula for determing a unit's point cost is covered in Section XXX.
 


3.3 - Special Abilities.
A unit may have one or more special abilities. These abilities are listed in the unit's description or in a scenario's rules. See Section 1.4.7 for details on rules precendence when rules from scenarios, units, and the basic game rules conflict. A partial listing of possible special abilities is covered in detail in Section 8.0.
 

3.4 - Unit States.
A unit can be in any one of several states at any given moment. Below are the details about each state and how the unit is affected. Changes in unite states should be marked with state counters, where appropriate. If there are only a small number of units on the board, it may be enough to just mentally note the state of any wounded or disabled units. When the supplied TUW counters are printed, pasted back-to-back, and cut out, the active state of the unit is on one side and its wounded state is on the other.
 

3.4.1 - Active.
This is the default state of a unit. The unit is alert and completely able.

3.4.2 - Destroyed.
This is the worst state a unit can be in (like New Jersey, only worse ;-). When a unit is destroyed, it is removed from the board and does not come back for the rest of the game.

3.4.3 - Disabled.
A disabled unit cannot move or attack. Disabled units defend at only 1/2 of their DEF score. The disabling effect's description will describe the duration of the disability.

3.4.4 - Wounded.
A wounded unit moves at half speed, and attacks and defends at half strength. A unit does not recover from wounding. It stays that way until it is killed or the game ends. A wounded unit that is wounded a second time is destroyed.

3.5 - Locomotion.
Each unit has a particular means of locomotion, which may affect how and where that unit may travel (see Section 4.0 for details of terrain effects on movement). General guidelines for the different movement types are described below; however, specific unit descriptions or scenario rules may amend this.
 

3.5.1 - Foot.
Foot units move around on their own (or their mounts') feet. Foot units can traverse almost any terrain.

3.5.2 - Flying.
Flying units normally travel over the ground terrain, rather than in it, so they ignore terrain costs. It always costs 1 MP for a unit to enter a hex. Likewise, the unit does not gain any terrain defense bonus. Some small units may fly in terrain, and they treat the terrain just as a foot unit would when flying in the terrain. Flying units connot be attacked by all ground units. See Section for the combat effects of flight.

3.5.2.1 - High Manuverability Flying.
High manuverability flying (HMF) units have the flight abilities of a helicopter, fairy, or hummingbird. They are agile enough to fly through crowded airspace and can stop and hover in mid-flight. They are not required to move each turn to remain airborne. Unless the unit description states otherwise, HMF units are considered to be over the terrain they are flying in, and do not receive any defense bonus from it. Some units (fairies, for example) may travel in the terrain while flying, but are treated as foot units as long as they do so.

3.5.2.2 - Low Manuverability Flying.
Low manuverability flying (LMF) units have the flight abilities of an airplane or hang glider. LMF units must move at least 1/2 of their movement rate each turn they are in the air or they will crash. Unless the unit description states otherwise, LMF units are considered to be flying over any terrain they are in and do not get any DEF bonuses for that terrain while they are flying over it. Unless noted otherwise, LMF units can land in any clear hex, ending their movement for the turn. Taking off requires 1/2 of the MPs of these units.

3.5.2.3 - Crashing.
When a flying unit is wounded, it may crash. Roll one die and subtract the ATT score of the attack that wounded it. if the number is -1 or less, the unit crashes. The owning player may choose to crash in the same hex or any adjacent hex.
A unit that becomes disabled automatically crashes in the same hex.
When an air unit crashes, it is destroyed immediately.

3.5.3 - Small Naval.
Small naval craft can move through shallow waters just as easily as deep waters. Small Naval units move one navigable water hex per MP. Naval units may not enter any non-water terrain unless they have another movement type. Examples include canoes, jet skis, and rubber duckies.

3.5.4 - Large Naval.
Large naval units can only travel in deep waters. Unless noted otherwise, Large Naval units move one navigable water hex per MP. Naval units may not enter any other terrain unless they have another movement type. Examples are yachts, battleships, cargo tankers, and aircraft carriers.

3.5.5 - Fuzzy Naval.
Sorry... HAD to have that one in here.

3.5.6 - Subaquatic.
Subaquatic units are also considered to be exactly like naval units, except that they cannot normally attack units that are not in the water. Examples: merfolk, giant sharks, and submarines.

3.5.7 - Noncorporeal.
Noncorporeal units are ghost-like and can move through any terrain as if it were clear.

3.5.8 - Wheeled.
Wheeled units rely on wheels for motion. They are flexible in their usage, but normally connot enter very rough terrain or heavy forests (military-grade vehicles can enter light forests, but most others cannot). Examples are cars, wagons, APCs, chariots, catapults, and motorbikes.

3.5.9 - Tracked.
Tracked units move along on a set of linked chain-like "wheels." They can enter most terrains, as they crush their way through any small obstacles. Tracked units are normally tanks of some sort but a snowmobile also qualifies.

3.5.10 - Stationary.
Stationary units cannot move after they are put into play. Examples are some artillery units and giant Venus fly traps. Some scenarios or game settings may allow certain stationary units to be moved by other units.

3.5.11 - Amphibious
Amphibious units move equally well on water or clear land hexes, though they may have separate MP values for each type of movement. Examples are the U.S. army hovercraft that patrolled rivers in the Viet Nam war, Amphibious Personel Carriers, and frogs.

3.5.12 - Others.
Some units have special movement types, which are defined in their unit descriptions. Examples are APCs (with naval and wheeled capabilities) and dragons (with flying and foot capabilities). Units with more than one movement type may switch between them freely, but may not switch more than once in the owning player's turn, and may never switch during another player's turn. See the specific movement types for any details on MP costs possibly associated with switching movement types (like going from flying to landing, or when taking off).


3.6 - Point Costs.
When setting up a scenario, players can help ensure that their armies are comparably matched by calculating unit point costs. Point cost represent a unit's approximate worth on the battlefield. Section 50.0 lists a suggested value for each unit.

3.7 - Stacking Limit.
Because hex and unit scales in TUW are undefined, there can be no definitive rule on how many units can fit in a single hex. The default stacking limit is 5 units in each hex, but the hex and unit scales of a particular scenario may call for a different number. For example, when each hex is one meter and each unit is human-sized, 5 units per hex is too many; when each hex is 10 kilometers and each unit is 1 spaceship, 5 might be too small. Before starting the game, players need to agree if they want a stacking limit other than the default. However, having too many counters in a hex can make the game difficult to play, as players keep having to sort through the little playing pieces to get to others. Using "group" counters can make this simpler, using one counter to represent several units, and puting those units off to the side of the board.
Stacking limits, if any, are counted at the end of the turn, after all players have played and all attacks have been resolved. If they are not met, players must do the following:
Each player roll a die. The highest roll goes first, the second-highest roll goes second, etc. Re-roll ties. Then each player takes a turn choosing one of his units in that hex and destroying it immediately. Repeat this, each player in turn, until the stacking limit is met.


4.0 - Terrain and Movement

4.1 - General.
Each hex has some sort of terrain in it. Each type of terrain affects movement and defense scores differently for different units, and it may even be dangerous to units that enter it. These effects are described in the scenario or game world descriptions, and some suggested values are summarized in a chart in Section 99.0. Default terrain effects are listed below.

4.2 - Movement Points.
Movement in TUW is controlled by hexes and movement points. A unit has a specific number of MPs that it can use each turn, and each hex costs a specific amount of MPs to enter, paid immediately before entering the hex; this means that a unit cannot enter a hex that it doesn't have enough MP to enter. When a unit has no MPs left, or not enough to enter any hexes around it, it must finish its movement for the turn. The MPs never carry over to the next turn, and cannot be used later in the turn. Once a player has stopped moving a piece and starts to move another, or ends his movement phase, he may not go back and play any unused MPs for any units.
A unit's MP allowance is written as "MP [number]" in the unit's description.

4.2.1 - Split Movement Points.
A unit may have a movement description of "MP 3 Max 1". This means the unit has 3 MPs, but cannot move more than 1 hex per turn. This is used to represent slow, but powerful units, which can crush their way through tough terrain, but move slowly in general. Examples of this might be a bulldozer, treant, or giant ooze.


4.3 - Terrain Terminology.
Terrain effects on units are recorded on a mapsheet or in a game world or scenario's description. They are abbreviated with a letter and a number, like D3 or M2. These letters mean the following:

D = Defense. The DEF of a unit in this terrain is adjusted by the number following the D. A D3 terrain would add 3 to each unit's DEF, which a D-2 would subtract from each unit's DEF.
M = Movement Points. Each unit must pay this many MPs to enter. A map hex is M1 unless otherwise specified or altered by a unit's movement type. To enter an M2 hex, each unit must pay 2 MPs. MX means the terrain is impassible. Terrain of a fraction means the hex costs only that fraction of an MP to enter. A unit with MP 3 travelling along M0.5 terrain could travel 6 hexes during it's movement phase, as each hex would only cost one half of a point. Terrain modifiers below M0 are not allowed.
H = Hazard. This terrain attacks units that enter it. Examples are minefields or lava lakes. Any unit entering such terrain has an attack made against it at this number. Thus, an H3 hex of burning oil would immediately make an ATT 3 attack against any unit entering the hex. This attack is resolved immediately, before movement continues. HX means any unit entering the hex is immediately destroyed.

4.4 - Terrain Effects.
Terrain types listed below are only given in general descriptions fitting of most unit types. These can be used as guidelines when creating your own units and terrains. For descriptions of the different movement types used below, see Section 3.5.
Flying units treat all terrain as clear (M1) as long as they are airborn.
Any defense bonuses a unit gets from terrain is only applicable to ranged attacks. Hand-to-hand attacks (any with a range of 0) are unaffected by this bonus. Ranged attacks at targets in the same hex are affected by the terrain in the hex.
The movement and defense adjustments listed below are only suggestions. Players should feel free to modify them to suit a scenario.

 
4.4.1 - Clear.
Clear, open terrain is M1 for most units and does not affect DEF scores of units in it. This could be a road, open space, or most of Oklohoma.

4.4.2 - Heavy Forest.
This is densely-packed trees. Forests cannot be traversed by most wheeled vehicles. Foot units pay 2 MP to enter. Tracked vehicles and most others may not enter Heavy Forests. Flying units may not land there unless they are very small (like faeries and bazooka-butterflies).
Movement Type Effect
Foot M2
Flying Cannot land unless they are very small (like faeries).
Small ATVs M2. Examples: 4-Wheelers, mountain bikes, and 22nd-century Scout Bikes.
Most Other Movement Types: MX.

4.4.3 - Light Woods.
This is a lightly-wooded area.
Movement Type Effect
Tracked M2
Wheeled M3
Flying Cannot land unless they are very small (like faeries). Unless a flying unit's description says otherwise, assume that it cannot land in light woods.
Small ATVs M2. Examples: 4-Wheelers, mountain bikes, and 22nd-century Scout Bikes.
Most Other Movement Types: MX
Hovercraft MX

4.4.4 - Shallow Water.
This is water that is up to about 1/3 as deep as the average unit is tall. Somelike like a stream, bathtub, or in a lake very near the shore qualifies.
Movement Type Effect
Hovercraft, Small Naval M1. Rough water may be M2 and possibly even a Hazard.
Most Foot, Wheeled, Tracked M2
Flying Cannot land unless they are specially equipped.
Most Other Movement Types: MX

4.4.5 - Deep Water.
This is a lake, ocean or swimming pool.
Movement Type Effect
Hovercraft, Small Naval, Large Naval M1. Rough waters may be M2 or higher and possibly even a Hazard.
Most Foot M2
Flying Cannot land unless they are specially equipped.
Tracked, Wheeled MX unless they are specifically designed for in- or underwater travel, in which case the MP cost per hex and DEF adjustment is explained in the unit description.
Most Other Movement Types: MX

4.4.6 - Swamp.
This is any boggy, muddy or otherwise squishy terrain with surrounding folliage.
Movement Type Effect
Small Naval M2 D2. Some swamps may be M1 to certain units.
Most Foot M2 D2.
Flying Cannot land unless they are specially equipped.
Wheeled MX unless they are specifically designed for it, in which case the MP cost per hex and DEF adjustment is explained in the unit description.
Most Other Movement Types: MX D2.

4.4.7 - Cover.
This is generic for anything that might provide cover to a unit, either in its ability to make a unit harder to hit or to reduce the damage a unit might take from an attack. An example might by a wheat field (applicable to infantry), heavy smoke (for any unit), a table (for the innocent waitress caught in the middle of the bar), a city hex (for a large-scale battleground), or a briar patch (rabbits vs. wolves). Cover is normally D1 - D8, and may have movement effects on units. Specifics should be defined for each scenario, unit, or game setting. When assigning MP and DEF adjustment values to Cover hexes, players should take the scale of the units and any intervening technological, magical, or otherwise advanced techniques that may affect cover. For example, if the average battlefield weapon is a small tactical nuke, then a wheat field is not likely to offer any DEF adjustments and will have no effect on a Hummer; but that same wheat field may offer D2 protection to musketeers and may cost a horse-drawn wagon 2 MP to enter in an early 1800's battle.

4.4.8 - Total Cover.
Units in total cover cannot normally be attacked by any other unit that is not also in that same cover in that same hex. Examples are infantry in an underground bomb shelter or a rabbit burried in its hole. Total Cover means nothing in the current scenario can punch through to hurt units under it's protection. Some terrain may list itself as Total Cover from certain types of attacks only. For example, a rabbit hole may be Total Cover against machine gunners, but only D4 Cover against FASCAM strikes.


5.0 - Combat

5.1 - General.
Combat in is played out using units' ATT, DEF and RNG scores (see Section 4.0) and one 6-sided die (abreviated "1d6"). Unless a unit's description states otherwise, assume a unit can make only one attack per turn, but any number of succesive attacks: there is no "ammunition limit".

5.2 - Determining if an Attack can be Made.
To determine if an attack can be made by a unit against another, the attacking player must consider the following things:


5.3 - Declaring Attacks.
After the movement phase is over, player 1 declares all of the attacks he will make and makes them. He may make each attack before declaring the next, to make best use of his resources. Attack strengths of multiple units can be combined into a single attack, provided that all attacking units could attack the target. A player may also choose to attack the same target multiple times with different attackers, and not combine the attack strength of the attacks. This allows the attacker, if the target is killed by one attack, to redirect his other attacks to other targets.
The results of each attack are not applied immediately, however. The second player then goes through the same process of declaring and making attacks. If there are more than two players, continue in the same fashion until all players have made attacks with any or all of their available units. A player may not go back and make any attacks after he has stated that he is done making his attacks. Once all players have made their attacks, the results of each attack are applied. Any destroyed units are removed from the board and other other unit that has a change in state is marked as such.
Tip: If there are enough units on the board to cause confusion about which results will be applied to each unit at the end of combat, break down the attacks into groups. Have each player, for example, take turns declaring and resolving attacks with X number of units (preferably those that are grouped together on the map), where X is a number that all players agree on. X need not be the same number for each player.

5.4 - Making the Attack.
To make an attack, the attacking player picks an attacking unit (or units, if he chooses to gang up) and a target. He then rolls 1d6 and adds the total ATT of all attackers attacking that target in that attack, modified by any special abilities. The defending unit's owner then rolls 1d6 and adds the DEF score of the unit, modified for any terrain or special abilities. If the attacker get a total of 3 or higher than the defender, then the defender is destroyed, but not removed until the end of combat. If the attacker rolls more than the defender, but does not beat the defender by 3 or more, the defender is wounded, and is marked as wounded at the end of combat. If the defender wins or ties, the target unit is unaffected.

5.5 - Combined Attacks.
Any number of attacking units may combine their ATT scores into a single attack. The target must be legal for all attacking units. To make the attack, add all ATT scores of the attackers (adjusted for Genre Level, if needed), then add that to one die roll. Only one die is rolled, but the combined ATT scores make for a more powerful attack. See Section 5.7 for details of cross-genre combat.

5.6 - Flight and Combat.

5.6.1 - Ground units attacking flying units.
Non-flying units with an ATT range of 0 may not attack flying units unless all of the following conditions are met:

 
Ground units with a range greater than 0 may attack flying units only if all of the following conditions are met:

This assumes that the flying unit may fly up out of the attacker's range.
 

5.6.2 - Flying units attacking ground units.
Flying units attack non-flying units normally. They may not be attacked by ground units unless they attack the ground units, as they are assumed to be flying high out of range.

5.7 - Cross-genre combat.

 

5.7.1 - General.
Players may wish to play with units from different genres (like knights vs. WWII soldiers). This can be done with TUW, but requires some tweaking of the ATT and DEF scores of units.

5.7.2 - Combat Effectivity Levels (CELs).
When playing with units from different genres, the genres that the different unit types come from are compared to each other from a combat capability point of view. For example, sword-wielding units are much less capable in combat than rifled infantry. The "lowest" genre used in the battle is called the "base" Combat Effectivity Level , or CEL 1. The "higher" genres are each assigned a number above that, where that number should be roughly equal to how many times more powerful units from that genre are when compared to units in the base genre are. This number is called the unit's Combat Effectivity Level, or CEL. If the base genre is a medieval setting, perhaps units from a WWII setting would be 3 times as effective at killing, and would be called a CEL 3 unit for purposes of setting up for this battle. When comparing genre's effectiveness levels, technology will play the biggest part, but magic and such may also affect the genre level. See Section 6.0 for complete details on choosing CELs and their effects on unit point costs.

5.7.3 - Effect on the Attacker.
For an attacker of a higher CEL attacking a defender of a lower CEL, multiply the attacker's attack score by 1+(the attacker's CEL - defender's CEL). Example: A CEL 2 trooper (ATT 2) is attacking a CEL 1 soldier. The attack is made as if the CEL 2 trooper had an ATT of (1 + (2-1) =) 2 times normal, or ATT 4.
When the attacker is of a lower CEL than the defender, no ATT adjustment is made.

5.7.4 - Effect on the Defender.
When a defender is being attacked by an attacker who is from a lower CEL, the defender's DEF score is multiplied by 1+(defender's genre level - the attacker's genre level) when rolling for attacks between those two units. Example: The CEL 2 trooper from the above example (DEF 2) is attacked by the CEL 1 soldier (ATT 2). The CEL 2 trooper's DEF score is counted as (1+(2-1)=) 2 times normal, or 4, when making a defense roll for that attack.
When the defender is of a lower CEL than the attacker, no DEF adjustment is made.

5.7.5 - Effects on Combined Attacks.
Units from different CELs may combine their ATT into a single attack. They all add their CEL-adjusted ATT score to the attack roll. See Section 5.5 for rules on combining attacks.
 

5.8 - Attack Types.
Attacks come in different flavors, and each may have some restrictions on how they may be used. Each unit's description will tell what kind of attack(s) is it capable of. Some units will define special attack types or restrictions on their attacks (Example: a flamethrower unit has an LOS attack, but cannot attack units in water hexes). Unless noted otherwise in a unit or scenario description, follow these rules for these attack types.

5.8.1 - Line of Sight (LOS).
LOS attacks can only target units that are within a direct, unobstructed line of sight from the attacker to the target. Most hexes except clear and water hexes obstruct LOS in some way. To determine if two hexes have a clear line of sight to each other, use a string or ruler to make a line between the center of each of the hexes. If the line crosses into any hex that has obstructing terrain, the attack is not possible. LOS attacks can always attack a unit in the same hex unless the hex type prohibits the use of that particular attack (like a flamethrower under water).
Examples are laser guns, pistols, bows, ballistae and most magical attacks (the normally require that the magicial be able to see his target).

5.8.2 - Indirect Fire (IF).
IF attacks may be targetted into any hex that the attacking unit is within range of, regardless of whether the attacking unit can actually see into that hex.
If a unit has an attack type listing like "IF2", that means it has an indirect fire attack with a minimum range of 2. IF1 means a minimum range of 1, etc. IF attacks cannot be made at units closer than this minimum range.
Examples are artillery, catapults, grenades.

5.8.3 - Hand-to-Hand (HTH).
HTH attacks can only take place between units in the same hex. Examples are beer bottles, swords and fists. Depending on the game scale, what is a HTH weapon in one scenario (a beer bottle in a platoon-level engagement) may be either an HTH or LOS weapon in another (throwing that same beer bottle across the bar room at a defender).
 
5.8.4 - Area Effect (AE).
Some attacks affect a large area. The unit descriptions for units with this attack type will tell exactly how big the area of effect is, listed in hexes. A description of "AE" or "AE0" means a it affects only the hex it attacks. "AE1" means an area of the target hex plus each adjacent hex. "AE2" means all hexes with two hexes of the target, etc. When an area of effect attack is made, each target within that area has an attack made against it. The attacker rolls one attack for each target in the area of effect, and each target makes a defense roll, as for any other attack. This picture shows the hexes that would be affected by various AE ranges, assuming the original attack hit in the hex marked "A0".


6.0 - Cross-Genre Play

6.1 - General.
Units can normally be grouped into "game settings", and normally only units in those categories will be in combat with each other. TUW calls this the unit's genre. See Section 5.7 for details on cross-genre combat and choosing Combat Effectivity Levels (CELs) for cross-genre combat participants. For combat between units from only one genre (or like genres), no CEL selection is needed.

6.2 - CEL Assignment Guidelines.
When playing scenarios that have units from different genre's, the scenario must define Combat Effectivity Levels (CELs) for each of the participating forces. This is not always an easy task, especially since the CEL isn't just the technology level of the unit, but also the general timeline the unit is most likely to appear in, the toughness of the average unit, etc.
Here is a very generic listing of what types of units fall into what the same genres:

Weapons and Defenses

Typical Battlefield Units

Fists, sticks, stones, animal hides, plant fibers Cavemen, dinasaurs, other animals
Sharp stone weapons, spears, animal hides, canoes, bows Tribal people, 19th-century Native Americans
Early metal weapons and armor, animals trained for war Messopotamians, Egyptians, Babylonians
Steel weapons and armor, catapults, ballistae, triremes Knights, archers, dragons, dwarves, and most "fantasy" genre units
Flintlock rifles, simple grenades, cannon, steam engines, war galleys Pirates, Plymouth Rock pilgrims
Rifled guns, early machineguns, steam engines Civil war soldiers, American West cowboys
Internal combustion engines, automatic weapons, heavy vehicle armor, tanks, 
battleships, early planes, missiles, submarines
WW I & WW II soldiers, U Boats, biplanes
Reactive armor, nuclear weapons, fighter jets, ICBMs, 
kevlar armor, anti-missile weapons
Late 20th-century soldiers, tanks, jet planes
Laser and Blaster rifles, powered infantry armor, computer-controlled 
vehicles, pocket nukes
Battlesuited infantry, cybertanks
Robotic infantry supplements/replacements, space warships Mecha, star fighters
Stasis fields, black hole generators, photon torpedos, warp drives One-man city smashers.

When assigning CELs, use the lowest matching CEL as your base (CEL 1). For higher CELs, count the difference in rows (from this chart) of it's average unit, and set those units' CEL to that number plus 1.
Note that the examples here are just examples. Scenario rules should define the different CEL levels used in it. For example, a dinasaur may be at the lowest end of this list, but it will be just as effective at killing WWII soldiers as killing cavemen, so it may be at the same CEL level when in combat with those types. It would be at a lower CEL when in combat with modern, heavily armored units, though, since teeth and claws can't easily penetrate heavy armor.

6.2.1 - CEL selection Example #1.
Civil War soldiers are going to do battle with 12th Century knights. The knights are the base CEL, or CEL 1. The soldiers would fall into the genre that lies 2 lines below the knights, so they are CEL 3 units for this scenario. These may be changed for any given scenario, though.

6.2.2 - CEL Selection Example #2.
A scenario calls for units from a "realistic medieval" game setting, and "fantasy medieval" and modern army game settings. The least-tough setting is "realistic medieval", so they are CEL 1 for this scenario. The players decide that the "fantasy medieval" units are, on average, 2 times as strong as realistic medieval units. The fantasy genre is then the CEL 2 genre. The modern army is deamed to be 5 times stronger than the base medieval knights, so they are CEL 5 units.
 

6.3 - Cross-Genre Combat Effectiveness Rationalization.
Increases in ATT and DEF scores when in combat with units from lower CELs is assumed to be the result of technological improvements in personal protection, better-trained usage of weapons, improved combat tactics, and such things. The Civil War soldiers in the above are not actually as well-armored as the knights, but their supperior ranged weapons would give them a better defense against charging attackers. See Section 5.7 for details on cross-genre combat.

6.4 - Unit Costs Across CELs.
When using units from multiple CELs in a battle, follow this prodedure for figuring out unit point costs:
Units from the base CEL cost their normal amount. For each CEL higher than the base, a unit costs 100% more per level of CEL difference. So, a CEL 3 unit will cost 3 times normal (300% increase), and a CEL 2 unit will cost twice as much (100% increase) as CEL 1 units. All CEL 1 units cost thier normal values.
An easier way of thinking about it is this: multiply a unit's listed point cost by it's CEL (for the current scenario) to get it's real cost for that scenario.


7.0 - Flight

7.1 - Blah.


8.0 - Special Abilities

8.1 - General.
Units may have zero or more special abilities. Abilities are anything a unit can do that is not covered by the basic TUW rules, and need not be a positive thing for the unit. Some abilities affect the attack of the unit, but not the unit itself. For units with multiple attacks, this ability must be paid for separately for each attack that has it. The average combat unit will not normally have any special abilities. Any player wanting a quick and easy game should not play with special abilities, or use few of them. Players wishing for a more advanced, and often unpredictable, game can make up any number of new special abilities for units. Feel free to expand on the short list provided here.

8.2 - Point Costs.
Each special ability is assigned some point cost that can be used to help balance units in play. These are just suggestions, though, and may be modified for a given scenario, game world, or by your playing group.
See the section on constructing units for information on calculating point costs for units.

8.3 - Listing Format.
Special abilities are listed in the following format:
Name : [Weapon|Unit] : Point Cost : [Levels]
Name is the name of the special ability.
[Weapon|Unit] says whether the ability applies to the unit as a whole or to specific weapons (attacks). If it applies to a weapon, it must be paid for separately for each attack with that ability. If an ability may be bought for "Unit or Weapon", it may only be bought for a weapon if the weapon is considered a separate piece from the unit, which can be attacked and destroyed individually. In this case, the weapon must also have a DEF score.
Point Cost is the point cost percentage applied to the unit's cost during unit creation.
Levels means that this ability may be bought more than once. The details of these levels are described in the ability's description.
See the section on constructing units for information on calculating point costs for units.

8.4 - Weapon Ability Costs.
Weapon Abilities must be paid for for each attack that the unit is capable of making with this ability per turn . For example, if a huge cybertank has 3 First Strike cannon and 2 normal machine guns, it costs an additional 100% (First Strike's cost) of each of the cannon's cost. If each of these cannon can attack twice in a turn, the player must pay twice that (100% cost increase for each attack the unit is capable of that has First Strike). As normal, these percentages are all added together before applying them. So, if one cannon costs 5 points, and it has First Strike, it costs an additional 100%, or 10 points. If it also has an ability that costs +50%, it would cost (5 + 150% = ) 12.5 (round to 13) points, and not (5 + 100% = 10 + 50% = ) 15 points.

8.5 - Ability Availability.
Obviously, some game genres will prohibit some abilities (you won't see any teleporting units in a typical WW II battle). When creating their own units for a game, players should decide beforehand which, if any, special abilities will be allowed for the scenario or game world.  Players may also wish adjust the cost of an ability for units in that scenario or game world.

8.6 - Ability Levels.
Some abilities may be bought in levels. For each level, the ability's cost must be paid one time. The details of what the levels mean is listed in those abilities. Abilities that have levels should be written as "Ability #" on the unit's record form ("Armored 2", or "Armor Piercing 3", for example). Level-capable abilities purchased at level 1 may be written with no number beside or with a trailing "1", as in "Tough 1". Some abilities may restrict the number of levels that can be purchased. If an ability costs less to purchase at higher levels, it will be listed in the ability's heading like "Levels (50%)", which means that levels 2 and higher of this ability cost +50%. If there is no such number, then levels 2 and higher each cost the same amount as level 1. If the level cost is more complex than that, it will be described in detail in the ability's description.

8.7 - The Abilites.

8.7.1 - First Strike : Weapon : +100%.
When a unit with First Strike attacks another unit, its attack results are applied immediately, instead of the target unit then getting a chance to attack. All First Strike units on the table (for all players) should attack before any other units during combat. Once all of the First Strike attacks are resolved, combat should continue as normal (these units do not attack again that turn unless they have an ability that allows them do). This means that if a non-first strike defender is killed by a first strike attack, the defender does not get to make an attack because it dies immediately! When a unit with first strike attacks another unit with first strike, the owner of the defending unit may decide to immediately return the attack (if the unit has any attacks left for that turn). If the defender chooses to do so, the two attacks are resolved as if neither of them has first strike, except that the attack is resolved before the attacks of non-first strike units. This means that it is possible for two first strike units to destroy each other in combat before any non-first strike units get to attack at all.

8.7.2 - Regeneration : Unit or Weapon: +50%.
This ability allows a unit to recover from Wounding. At the beginning of a player's turn, all of his units with Regeneration which were Wounded in a previous turn automatically recover from the wound, returning to the Active state. Regeneration has no effect on Disabling effects or Destroying effects.

8.7.3 - Fragile : Unit or Weapon : -25% : Levels.
Units with this disability are never wounded. If they receive a Wound result, they are destroyed. A unit may not have both Tough and Fragile, but individual weapons on the unit may have a different one than the unit. If Fragile is purchased at level 2 (the maximum), the unit will suffer a Kill result if any attack of ATT 1 or higher is directed at it.

8.7.4 - Tough  : Unit or Weapon : +100% : Levels.
Units with this ability ignore Wound results. The first Killed result this unit gets only wounds it. A second Kill result will kill it. A unit may not have both Tough and Fragile, but individual weapons on the unit may have a different one than the unit. Each additional level of Tough will prevent a single Kill result against the unit. If a unit has Tough 3, it can be hit with 3 Kill results before it can be wounded. The first hit takes 1 point of Tough. The second takes another point (leaving 1). The third Kill happens when the unit is at Tough 1, which reduces the hit to a Wound result. Any additional Wound or Kill results will kill the Tough unit. This "kill preventing" is counted for the whole game. Thus, a unit with Tough 2 can prevent two Kill results during the scenario, not each turn!
 

8.7.5 - Self Destruct : Unit : Special.
Units with this ability can destroy themselves in such a way as to damage nearby units. This is attack may be declared at any time during the owning player's turn. All other units in any hex within range of the attack immediately have an attack made against them, which is resolved immediately, before the turn continues. The self-destructing unit is, of course, destroyed, and nothing may prevent this destruction.
The point cost is dependent on the effective radius and strength of the attack, following this table:
 
ATT Score +20% per +1 ATT
AE Radius Base cost of +50%, +50% per hex of radius above 0

Example: A unit wants an ATT 4, AE2 self-destruct. The ATT 4 will cost +80% of the unit's cost (4 * 20%). The radius of the attack costs +50 (base), plus 100% (2 * 50%), giving a total adjusted cost of +230% of the unit's base cost.

8.7.6 - Teleport : Unit : +50% per Teleport MP.
This unit can, instead of moving its normal movement, teleport to any location no further away than its total MPs. Any intervening terrain is ignored, and the unit is not considered to have crossed any of the hexes between the starting and ending points. The unit immediately moves to the target location, and may not move further on its own for the rest of that turn. The unit may teleport into another unit which is capable of carrying the unit (provided that it has carrying capacity), and the carrying unit may continue to move the remainder of its movement. Teleportation may only be used during the movement phase of a turn.
Teleportation MPs are treated as a separate movement type, and must be bought separately from any other MPs that the unit may have. A unit may not switch between teleportation and any other movement types in a single turn, and may not teleport more than once in a turn.

8.7.7 - Only Attack Flyers : Weapon : -30%.
A weapon with this limitation is may only attack flying units. Examples are antiaircraft guns and air-to-air missiles used on many fighter jets.

8.7.8 - Cannot Attack Flyers : Weapon : -30%.
Weapons with this restriction cannot attack flying units, unless they are landed, under any circumstances. This limitation may not be taken for HTH attacks.

8.7.9 - Armored : Unit or Weapon : +100% : Levels.
This is meant to represent really hard-to-penetrate units, from tanks on up to space-faring battleships, and not medieval plate mail (though it was effective proof against many attack types). Levels of DEF score can more accurately reflect the armor ability of human-wearable armors, while this ability reflects greater scales of hard-to-killness.
Armored units are unharmed by attacks that do not have the Armor Piercing ability unless the ATT score of the attack is at least equal to the Armored unit's (DEF score+50%). Armored may be bought more than once. Each level of Armored counters one level of Armored Piercing ability. Therefor, if an Armored 2 unit is attacked by an Armor Piercing 1 attack, it will be unaffected. If it is attacked by an Armor Piercing 2 (or higher) attack, it will be affected as normal.

8.7.10 - Armor Piercing : Unit or Weapon : +50% : Levels.
Armor Piercing attacks affect Armored units as normal, but have a -50% ATT score against non-Armored units. See Armored's description for details of what extra levels of Armor Piercing do.

8.7.11 -  APAP (Armor Piercing / Anti Personel) : Unit or Weapon : +100% : Levels (+50%).
APAP attacks affect Armored units as Armor Piercing attacks do, and affect non-Armored units normally. It must be purchased at higher levels to affect units with higher levels of the Armored ability.

8.7.12 -  :  : .

8.7.13 -  :  : .

8.7.14 -  :  : .

8.7.15 -  :  : .

8.7.16 -  :  : .

8.7.17 -  :  : .

8.7.18 -  :  : .

8.7.19 -  :  : .

8.7.20 -  :  : .
 
 
 


9.0 - Optional Rules

9.1 - General.

9.2 - Partial Movement.
When a unit has some MPs, but not enough to enter a hex, he may make a "partial move". The unit, in effect, spends part of the required MPs each turn to move into the target hex. It does not actually move until all required MPs are spent, and any not used in the turn that it moves are not carried over for the next partial move. Another partial move must be declared to move again. The intention to make a partial move must be declared when the player starts "saving" for the move. If the player then changes his mind and chooses a different hex to move to, all saved MPs are lost and he must start saving all over again. If this happens, the player still gets his normal MPs for the turn. They are not lost.

Example: A Hobgoblin Shaman has a move of 2. It costs 3 MPs for the Shaman to enter a deep water hex. To enter the hex, the Shaman's owner must declare his intent for a partial move, and must state the exact hex the Shaman is moving in to. He then spends his 2 MPs and ends his movement for the turn. On the next turn, with his already-spent MPs, he may move into the water hex. This will cost an additional 1 MP over and above what the player spent during the last turn. Once in the water, the Shaman has the option of spending the additional 1 point to move into an adjacent clear hex (1 MP to enter), or it is lost. It cannot be carried over towards another partial movement into a water hex. The unit must start saving MPs again.

Example: A Mobile Artillery has 1 MP. It costs the Mobile Artillery 3 MP to enter a certain hex. It must spend 3 turns waiting before it may enter the hex. If, after the intent is declared to save up for the move into a specific hex, the owning player changes target hexes (to a different terrain or not), the "savings" are lost, but that turn's MPs are not.



10.0 - Maps

10.1 - General.


50.0 - Unit Descriptions

50.1 - General.
For ease of reference, units descriptions are grouped by approximate genre (see Section 6.0). Any unit can be considered to be from any genre, and many of the units listed here are identical from one genre to the next. The only difference comes into play when using units from different CELs in combat together (See Section GL"> for CEL definitions and suggestions).

50.2 - CEL Guidelines.
The CEL of a unit is a guideline, more to place it with other units it's likely to do combat with in the average game, more than to set the exact level of technology that unit uses in its attacks and defenses. When setting up a scenario, players should feel free to "move" units from one genre to another so there is no adverse affect on combat. For example, in a Dinosaur Hunt scenario, the players may consider the dinosaurs to be the same CEL as the hunters, making them more of a challenge to kill (see Section 5.7 for details on genre differences in combat).

50.3 - Descriptions.


99.0 - Tables and Charts

99.1 - Terrain Effects on Movement, Defense, and Attack Types.
This table lists the effects of each terrain type on each of the different movement and attack types. An "X" in a cell means that combination is not allows (units with that movement types cannot enter or attacks cannot be fired into or through it).

Ignore the percentages listed below. I was originally going with a % modifier, but decided against it. I just haven't updated this table in a while.

  Terrains Types:
Locomotion Types:

Clear

Lt. Woods

Hvy. Forest

Rough

Swamp

Shallow Water

Deep Water

Foot 1 MP 1 MP +3 DEF 2 MP +5 DEF 2 MP +2 DEF 2 MP +4 DEF 2 MP 3 MP
High-Manuv.
Flying (HFM)
1 MP Cannot Land. Cannot Land. Cannot Land. Cannot Land. Cannot Land. Cannot Land.
Low-Manuv.
Flying (LMF)
1 MP 2 MP to land. +50% DEF Cannot Land. 2 MP to land. Cannot Land. Cannot Land. Cannot Land.
Large Naval X X X X X X 1 MP
Small Naval X X X X 2 MP +100% DEF 1 MP 1 MP
Noncorporeal 1 MP 1 MP 1 MP 1 MP 1 MP 1 MP 1 MP
Wheeled 1 MP 2 MP X 2 MP X 3 MP X
Tracked 1 MP 1 MP X 2 MP +50% DEF X 3 MP X
Stationary No Effect +50% DEF +100% DEF +50% DEF +100% DEF No Effect No Effect
Attack Types:

Clear

Lt. Woods

Hvy. Forest

Rough

Swamp

Shallow Water

Deep Water

Line of Sight
(LOS)
No Effect. Defender gets +50% DEF Cannot fire through or into unless in the same hex. Defender get +50% DEF Defender gets +100% DEF Cannot fire into unless in the same hex. Cannot fire into unless in the same hex.
Indirect Fire
(IF)
No Effect. Defender gets +100% DEF Defender gets +200% DEF Defender gets +50% DEF Defender gets +100% DEF No Effect. No Effect.
Hand-to-Hand
(HTH)
No Effect. No Effect. No Effect. No Effect. No Effect. No Effect. No Effect.
Area Affect
(AE)
No Effect. Defender gets +50% DEF Defender gets +100% DEF Defender gets +50% DEF Defender gets +100% DEF No Effect. No Effect.


The End