Blasted Gorge
War in the Wasteland -- Part 1
Designed and Written by Paul Franklin
The Taking of Outpost Forward Sight
Blasted Gorge -- A squad level wargame based on the infamous
Wasteland Wars. This particular scenario depicts the first attack of the
Nation of the Overlord against the human occupied Outpost Forward Sight
at Blasted Gorge. Eventually Blasted Gorge fell to the hordes. Three days
later the site was tac-nuked and all the captors are presumed dead.
This battle was considered pivotal because the human forces
fought off the Alg Overlord for four days before running out of supplies.
Once out of supplies, some of the human troops tried to flee only to be
torn to pieces by the vicious animal mutants Alg used in the attack. The
human leader raised the surrender flag on the fifth day and opened the
gates to Alg’s motley band of monsters.
The next sight (or so it is reported) was a horrible one
to behold. With explicit instructions not to hurt the leader, Alg unleashed
his mutant animals in the compound. A bloodbath ensued as the surrendering
humans were slaughtered like so many sheep. The animals fed on the
remains of the merciless slaughter, leaving Uichi, the officer, in charge
of the outpost alive
Alg displayed the heads of the surrendering troops on
spikes around the compound. Uichi was reportedly tortured for the three
days before the airstrike in an attempt to extract the information regarding
the next human outpost. If he gave up the information, the occupants of
Forward Sight never got a chance to use it.
-
Sequence of Play
-
Movement
-
Ranged Combat
-
Rally
-
Events (optional)
-
Movement
-
A unit may move the number of hexes equal to it’s movement
points, modified by Terrain effects (q.v. Terrain Modifiers table).
-
A unit may move through a hex containing any number of friendly
units.
-
A unit may not move through a hex containing any enemy units.
-
Stacking limit is 4 units per hex.
-
A unit may pass through a hex containing 4 friendly units,
but may not end it’s turn there.
-
Scale for War in the Wastelands is: 1 hex equals 50 meters
and each unit in the game represents from 1-10 individuals. Each turn represents
1 hour.
-
Combat
-
Combat is conducted in three stages, which are outlined and
explained below.
-
When determining the combat range of two different units,
you may only use the lower number of the two Range numbers.
-
A unit’s range is equal to two times it’s Ranged Combat score
in hexes. (e.g. A Human Soldier (HS) with a Ranged Combat score of 2 can
fire upon any enemy unit up to 4 hexes away.)
-
Offensive Ranged Fire
-
The attacker totals the Ranged
Combat numbers from each unit (in the same hex) that is firing at a hex
occupied by an enemy unit.
-
The attacker rolls two 6-sided dice and totals the result
along with the Ranged Combat total obtained from 3.2.1. This number is
referred to as the Ranged Attack Total.
-
The defender totals all units
Defense numbers in the target hex.
-
The defender rolls one 6-sided dice and totals the result
with the number obtained from 3.2.3. This number is referred to as the
Defense Total.
-
Subtract the Defense Total from the Ranged Attack Total.
Use the result on the Combat Result Table to find the effect of the attack.
-
Defensive Ranged Fire
-
A unit may not participate in Defensive Ranged Fire if it
fired on it’s previous turn.
-
Any unit in Close Combat may
not participate in Defensive Ranged Fire.
-
The defender totals the Ranged Combat numbers from each unit
(in the same hex) that is firing at a hex occupied by an enemy unit.
-
The defender rolls two 6-sided dice and totals the result
along with the Ranged Combat total obtained from 3.3.2. This number is
referred to as the Ranged Attack Total.
-
The attacker totals all units
Defense numbers in the target hex.
-
The attacker rolls one 6-sided dice and totals the result
with the number obtained from 3.3.5. This number is referred to as the
Defense Total.
-
Rule of Return Fire -- Return
fire is classified is any defending unit firing upon a unit which fired
upon the defending unit in the previous step (3.2).
-
If the defender is Returning Fire as per 3.3.6.1, the attacker
may choose to reroll their first dice roll.
-
Subtract the Defense Total from the Ranged Attack Total.
Use the result on the Combat Result Table to find the effect of the attack.
-
Close Combat (Both sides) --
-
Close combat is defined to be when an enemy unit is in a
hex adjacent to your units. Then both sides MUST engage in close combat.
-
The attacker rolls two 6-sided dice and adds all of the attacker’s
units Close Combat numbers together. The sum of these two numbers is the
Attacker Close Combat Total.
-
The defender rolls two 6-sided dice and adds all of the defender’s
units Close Combat numbers together. The sum of these two numbers is the
Defender Close Combat Total.
-
Subtract the Defender Close Combat Total from the Attacker
Close Combat Total and find the result on the Close Combat Results table.
-
Rally
-
Roll 1d6 for every unit that has been routed. On a roll of
1 or 2, the unit has rallied and may return to combat in the next turn.
-
Any unit which has rallied in a player’s turn may not perform
defensive fire in the opponent’s turn.
-
Any unit which has rallied may be fired upon and routed again
after it has rallied.
-
Events (optional)
-
The events phase of each turn is entirely optional as long
as it is agreed upon which option players are going to use in play. The
different options are listed below.
-
Neither side uses the event phase and skips it altogether.
-
One generic event phase at the end of both players turns
(player A goes, player B goes, event phase).
-
An event phase is used at the end of each player’s turn.
-
Any other combination as long as both players agree upon
it.
-
Routing
-
Any time a unit receives the routing result from the Combat
Result table, use the following rules to determine the actions of the unit.
-
A routed unit must flee the battlefield as soon as possible,
moving as far away from the opponent as possible.
-
A routed unit may not flee knowingly through an enemy occupied
hex.
-
Any unit receiving another rout result from the Combat Result
table as a result of being fired upon is removed from the game and considered
part of the opponent’s victory conditions.
-
A routed unit may attempt to rally once a turn, during the
rally phase of the owning player’s turn.
Terrain Modifiers Table
| Building |
1 hex per turn |
| Open |
1 MP per hex |
| Sand |
1.5 MP per hex |
| Brush |
1.5 MP per hex |
| Dense Brush |
2 MP per hex |
| Smoke |
+1 MP per hex per type of terrain |
| Road |
.5 MP per hex |
Note about the Combat tables: Any unit that has
50% or more of a result applied to, is considered to have received that
effect.
Combat Results Table
| Result |
Enemy Kill |
Enemy
Rout |
Friendly
Kill |
Friendly
Rout |
| -25- |
0 |
0 |
50 |
50 |
| -20 to --24 |
0 |
0 |
25 |
50 |
| -15 to --19 |
0 |
0 |
0 |
50 |
| -10 to --14 |
0 |
0 |
0 |
25 |
| -5 to --9 |
0 |
0 |
0 |
25 |
| -4 to 4 |
0 |
0 |
0 |
0 |
| 5 to 9 |
0 |
25 |
0 |
0 |
| 10 to 14 |
0 |
50 |
0 |
0 |
| 15 to 19 |
25 |
50 |
0 |
0 |
| 20 to 24 |
50 |
50 |
0 |
0 |
| 25+ |
100 |
0 |
0 |
0 |
Note: All numbers are expressed as a percentage,
any odd numbers as a result of applying percentages should be rounded up
Close Combat Results Table
| Result |
Attacker
Kill |
Attacker
Rout |
Defender
Kill |
Defender
Rout |
| -25- |
50 |
50 |
0 |
0 |
| -20 to --24 |
25 |
25 |
0 |
0 |
| -15 to --19 |
0 |
50 |
0 |
25 |
| -10 to --14 |
0 |
25 |
0 |
25 |
| -5 to --9 |
0 |
25 |
0 |
0 |
| -4 to 4 |
0 |
0 |
0 |
0 |
| 5 to 9 |
0 |
0 |
0 |
25 |
| 10 to 14 |
0 |
25 |
0 |
25 |
| 15 to 19 |
0 |
25 |
0 |
50 |
| 20 to 24 |
0 |
0 |
25 |
25 |
| 25+ |
0 |
0 |
50 |
50 |
Note: All numbers are expressed as a percentage,
any odd numbers as a result of applying percentages should be rounded up
Event Table
| 11 |
Equipment Explosion! Opponent’s
chooses one non-elite unit and unit is removed from game |
| 21 |
Psycher Backlash! All the psychic
energy here has coalesced and left all psychers unable to use their powers
for one full turn |
| 22 |
Acid Storm. Any units in open
cover are forced to the nearest cover, even if occupied by enemy forces.
Resolve a turn of Close Combat if necessary |
| 31 |
Entropic Storm. 1d3 of your units
are routed due to a freak entropic storm. You may choose which three. |
| 32 |
Ammo Malfunction. None of your
units may return fire this turn. They may engage in Close Combat though. |
| 33 |
Displacement Field. A random displacement
field moves one of your units 1d6 hexes in a random direction. (Roll 1d6
and count the hex sides to determine the direction) |
| 41 |
Berserk! One of your units in
Close Combat goes berserk. That unit is now considered hostile to everyone
and performs Close Combat against both sides immediately, continuing until
it has been dispatched or it kills all opponents. Once either of these
things happen, remove the unit from the game. |
| 42 |
Swarm Attack. A mutated insect
swarm attacks the battlefield, causing both sides to lose their Ranged
Combat abilities for one turn. Close Combat may still be conducted. |
| 43 |
Bad Communications. Any of your
Psycher units using another unit to provide LOS cannot attack any unit
that is not in LOS for the next turn. |
| 44 |
Sandworm. A giant sandworm appears
beneath the battlefield and swallows a unit from each side. Each side chooses
their own unit. |
| 51 |
NightStalker Attack. A band of
nightstalker’s attacks and routs a unit. Roll 1d6. On 1-3 it is opponents
unit, on 4-6 it is your unit. Owner of unit gets to choose routed unit. |
| 52 |
Minefield. The battle is taking
place on an ancient minefield. Roll 1d6 for every unit. On a roll of 1
the unit is removed from the game. |
| 53 |
Robot Decoy. One of your units
that was destroyed this turn is returned to play unscathed in the hex where
they were destroyed. |
| 54 |
Bluff. You may move one of your
units back to anywhere it had previously been this turn, including it’s
starting position at the beginning of the turn. |
| 55 |
Latent Psycher. One of your units
has discovered their psycher ability and is now considered a psycher. Replace
Ranged Combat score with the Psycher ability Psychic Hammer at the level
of the roll of a 2d6. |
| 61 |
Ammo Cache. All units with Ranged
Attacks may add +1 to their Ranged Combat score for one full turn. This
bonus applies to both sides. |
| 62 |
Caffeine Buzz. One of your units
gets to take a free potshot at any single unit within LOS. No return fire
is possible. |
| 63 |
Air Raid! Your buddies heard your
distress call and launched a small air raid. Your opponent may not move
this turn (he may however still attack). |
| 64 |
Zombie virus. Choose one of your
opponents fallen units and place it anywhere on the battlefield. This unit
now works for you. |
| 65 |
War Cry! Automatically rally one
unit now. |
| 66 |
Reinforcements Arrive! Choose
one non-elite unit and place it on the board within your occupied territory |
Note: Roll 2d6, the highest die represents the
tens, and the lower die represents the ones
Point Values
| Points |
Example Unit |
| 1 |
Soldier |
| 2 |
Trained Soldiers |
| 3 |
Psychers |
| 4 |
Elite Soldiers |
| 5 |
Leaders |
Human Units:
| 2 Leaders |
10 points |
| 20 Soldiers |
20 points |
| 5 Psychers |
15 points |
| 20 Regulars |
40 points |
| 10 Killers |
40 points |
| |
|
| Total |
125 points |
Mutant Units:
| 3 Leaders |
15 points |
| 30 Mutants |
30 points |
| 10 Psychers |
30 points |
| 20 Mutant Animals |
40 points |
| 5 Waste Bugs |
10 points |
| |
|
| Total |
125 points |
Unit Explanations:
Note: Each unit is printed with two large letters and
4 numbers below that. As below:
3/5 4/3
The letters represent the unit type and the numbers from
left to right represent: Close Combat score, Ranged Combat score, Defense
Score, and Movement. Any unit that has a "-" in place of a number is considered
to not have that ability. If a unit has an "X" in place of a number there
is a special ability associated with that score.
All units have a Range of two times their Ranged Combat
score.
Psychers do not have a Range. They can hit anything
they see or a unit they redirect through can see.
Human Units
(HL) Leader (Human) -- A human leader is the
commander of many squads of troops. He has the ability to rally and lead
troops into battle with better odds.
C:3
R:5
D:4
M:3
S:Leadership, Rally
(HS) Soldier -- A run of the mill soldier from the human army.
C:1
R:2
D:2
M:3
S:None
(HP) Psycher (Human) -- A person who has discovered their psychic abilities
and even better is able to concentrate enough during a battle to use them.
C:1
R:S
D:2
M:2
S:Psychic Blade (LOS, Redir) 10
(HR) Regular -- A trained soldier in the human army. Veteran of at least
a few skirmishes, they know when to keep their head down.
C:3
R:3
D:3
M:3
S:None
(HK) Killer -- A vicious human soldier who has specialized in war. Extremely
dangerous in almost any kind of a fight, killers are a force to be reckoned
with.
C:6
R:5
D:4
M:4
S:Assassinate
Mutant Units
(ML) Leader (Mutant) -- A large creatures who
uses brute force to keep his troops in line.
C:4
R:3
D:5
M:4
S:Force
(MP) Psycher (Mutant) -- A product of the hazardous radiation coating
the Outer Wastes, these psychers are untrained, but extremely powerful.
Horrible to view, they wield some of the greatest power among the mutants
and are often more revered than the leader.
C:2
R:S
D:1
M:2
S:Psychic Hammer (LOS, Redir) 8, Rally
(M) Mutant -- An average mutant from the wastes press-ganged into joining
the Leader’s military. They are fierce close combat fighters, but poor
at ranged combat.
C:2
R:1
D:2
M:2
S:None
(MA) Mutant Animals -- A ragtag group of mutant monsters enslaved by
the Leaders and led into battle. Unleashed upon the humans, the look of
these ghastly creatures is enough to send most men screaming into the night.
C:3
R:None
D:4
M:5
S:None
(MB) Waste Bug -- A large trained mutated bug that is capable of carrying
a single rider. Leaders often ride these into battle. Especially if they
think they might not win.
C:3
R:2
D:3
M:5
S:Rider
Special Abilities:
Assassinate -- The assassinate ability allows a unit
to enter into Close Combat with a Leader and forgo their roll. In place of
the unit’s normal close combat roll, the unit may roll 2d6. If either die
comes up a 6, the Leader is dead. If the attempt fails, the Close Combat round
is over and neither unit may perform Close Combat.
Force -- A unit with the Force ability may automatically rally all units
within it’s hex as long as it is in the hex at the time the rout occurred.
This may only be done once a turn.
Leadership -- A unit with the Leadership ability gives all troops in
the same hex a +1 on all attacks (Ranged and Close Combat).
Psychic Blade -- This psionic ability uses a blade of force against a
single unit. This ability can also be used by redirection. The Psycher adds
1d6 to their Psychic Blade score and compares against the targets base defense.
Use the Combat Result Table to determine the outcome. Multiple Psycher units
in the same hex with this ability may not combine their scores to form a
single attack.
Psychic Hammer -- This psionic ability is less elegant than the Psychic
Blade. This ability can also be used by redirection. A blast of psychic
energy is targeted against an entire hex. Multiple Psycher units may combine
their scores to create a single attack. To resolve the Psychic Hammer attack,
Rally -- A unit with the Rally ability allows this unit to enter a hex
with a routed unit and automatically rally them. This can only be done once
a turn and on a single unit.
Redirection -- This is the ability of a Psycher to see through a friendly
unit’s eyes LOS. This does not affect the friendly unit being redirected
through in any way.
Rider -- The rider ability allows any single unit to "ride" this unit
into battle. The unit with the rider ability loses any Ranged attack it
might have, but still may participate in Close Combat. The unit which is
riding may still use both attacks.
Human Counters