V[OH~_qvqXP=&3B Ю(s9sf:^'d*bA2gpii4I^$LA,dVP`O>uȗ4Q,Q`1^1sbse3O L9\qm$> 1sȔ >ZS{ c~Po.y8_|V8Y C\]|"H SݝM>1lVYPCLxgf!lĔ'5OJz,=3RxxA3hB➬yilN"#)L H@Ѩf1QpB=OGh7ۍ#~q@PoħNW`onQ&JW/r4Ψo{rK{+.\ {Hv_`}"5k5QaaiiM<.GQ'7|~ Q^?HjXC&ܔ _veo )6,k^o,9^k4cB5oY9oţϔ̀Y_xi |8ï' x]NEX"6ZU6 9B)d[֟T`sĘc=ܶr.A f\h۸w.|Sw BЄwRUyǠ$8F/qvxl1Qb0iFg.2QT H=( 88au;&OyJ0Ek˂$Pt^4#(BLHi0-=l&*jO#}leoM* B1pm'DLsAZhi˸&'tfTכV{!+Oҷ'EX^WʩH2:>oUgu[v6NoKbKRy.6m7=ڬz5fَJ7wSkG1qeV6 sY J鐄N]/(3ͤg*,ݻBc]7y1HC--LI4wh_ ʍN.xr@[&q/Ȼq2}X0CnqڽJ{vWwy{ ŷ.R啴Ⱥ՚v1]"pUEn+|[Ts֙~ 1Tym77dqFpW

52 Pick Up: Reshuffled. A New Game each, err... month or so

Blasted Gorge, War in the Wasteland -- Part 1

by Paul Franklin selected and edited by Chris Czerniak
March 29, 2002
Five of Clubs

Welcome to 52 Pick up Reshuffled. This column is an outlet for readers of rpg.net to publish their games as columns. I encourage everyone to write a game. Visit my submissions guidelines for more details!  

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 Algs 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.

  1. Sequence of Play
    1. Movement
    2. Ranged Combat
    3. Rally
    4. Events (optional)
  2. Movement
    1. A unit may move the number of hexes equal to its movement points, modified by Terrain effects (q.v. Terrain Modifiers table).
    2. A unit may move through a hex containing any number of friendly units.
    3. A unit may not move through a hex containing any enemy units.
    4. Stacking limit is 4 units per hex.
    5. A unit may pass through a hex containing 4 friendly units, but may not end its turn there.
    6. 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.
  3. Combat
    1. Combat is conducted in three stages, which are outlined and explained below.
      1. When determining the combat range of two different units, you may only use the lower number of the two Range numbers.
      2. A units range is equal to two times its 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.)
    2. Offensive Ranged Fire
      1. 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.
      2. 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.
      3. The defender totals all units Defense numbers in the target hex.
      4. 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.
      5. Subtract the Defense Total from the Ranged Attack Total. Use the result on the Combat Result Table to find the effect of the attack.
    3. Defensive Ranged Fire
      1. A unit may not participate in Defensive Ranged Fire if it fired on its previous turn.
      2. Any unit in Close Combat may not participate in Defensive Ranged Fire.
      3. 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.
      4. 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.
      5. The attacker totals all units Defense numbers in the target hex.
      6. 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.
        1. 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).
        2. If the defender is Returning Fire as per 3.3.6.1, the attacker may choose to reroll their first dice roll.
      7. Subtract the Defense Total from the Ranged Attack Total. Use the result on the Combat Result Table to find the effect of the attack.
    4. Close Combat (Both sides) --
      1. 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.
      2. The attacker rolls two 6-sided dice and adds all of the attackers units Close Combat numbers together. The sum of these two numbers is the Attacker Close Combat Total.
      3. The defender rolls two 6-sided dice and adds all of the defenders units Close Combat numbers together. The sum of these two numbers is the Defender Close Combat Total.
      4. Subtract the Defender Close Combat Total from the Attacker Close Combat Total and find the result on the Close Combat Results table.
  4. Rally
    1. 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.
    2. Any unit which has rallied in a players turn may not perform defensive fire in the opponents turn.
    3. Any unit which has rallied may be fired upon and routed again after it has rallied.
  5. Events (optional)
    1. 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.
    2. Neither side uses the event phase and skips it altogether.
    3. One generic event phase at the end of both players turns (player A goes, player B goes, event phase).
    4. An event phase is used at the end of each players turn.
    5. Any other combination as long as both players agree upon it.
  6. Routing
    1. Any time a unit receives the routing result from the Combat Result table, use the following rules to determine the actions of the unit.
      1. A routed unit must flee the battlefield as soon as possible, moving as far away from the opponent as possible.
      2. A routed unit may not flee knowingly through an enemy occupied hex.
      3. 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 opponents victory conditions.
      4. A routed unit may attempt to rally once a turn, during the rally phase of the owning players 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! Opponents 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 nightstalkers 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 its 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 Leaders 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 units 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 its 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 units 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

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HS

1/1  2/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HR

3/3  3/3

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HL

3/5  4/3

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HP

1/X  2/2

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

HK

6/5  4/4

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Reshuffled: 52 Pick Up, edited by Chris Czerniak

52 Pick Up original run, by Gareth-Michael Skarka

Other columns at RPGnet

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