Warpstar Nemesis

A package arrive from Irregular two days ago. Excitedly I pulled the newspaper packaging apart and spied my new forces, ready to relive one of the first rulesets I ever wrote ‘Warpstar Nemesis’.

Two armies face eachother across a barren wasteland… who will claim ownership of the wooden block factories? Army Blue (top left) or Army Red (bottom right) (they’ll get better names one day)?

Army Red’s GMVs (Guided Missile Vehicle) move into position, Army Blue is obscured by the rising sun.

As the Red infantry scale the mountain in the centre, the Blue armour makes a sudden shift to one flank, hoping to push through the weaker Red left.

While the armour does all the hard work the Blue infantry do a spot of sunbathing on a hill.

The Red armour shifts back to the left to hold of the onslaught, who will come out on top?

Red gets off the first shot:

By way of explanation – when a unit fires first it rolls a single hit die for each base in the unit, most units are four bases so will roll 4 dice, then to the dice that hit you add a units attack factor in dice. So if I scored two hits and my attack factor against armour was 3 I would add 3 more dice and roll 5 dice to determine damage. The target unit rolls a number of dice equal to their armour. Each 4+ counts as a damaging hit or a successful defence, and each 6 allows you to roll another die. So in the above image you can see the Red MBTs score 5 damaging hits, and the Blue SPGs scored 0 defence. If the attacker scores more damaging hits that the targe scores defence the target loses 1 base and takes a morale check. If the attacker scores double the target loses two bases, for triple three etc.

For some reason I kept rolling really well for attack, and really poorly for defence. The Red’s wiped out half of blues forces in one fell swoop!

Blue’s light GMVs answered back, and crippled Red’s MBT platoon.

Blue’s infantry finally got off of their sunbathed arses and climbed the central hill hoping to take out Red’s infantry and swing the game after the abysmal tank battle!

But the Reds finished the fight by blasting Blue’s light GMV platoon off of the table.

All in all it was a fun game, just as I remembered, and I’m looking forward to playing with more unit types, to really get that combined arms feel. I’m thinking of tweaking the rules to make infantry much harder to turf out of cover unless you have infantry to send in.

Here are the rules, I haven’t yet included points values as that’s the sort of thing that requires more playtesting. Let me know what you think!

WARPSTAR NEMESIS 2.0

 

STATS

MVT (MOVEMENT): HOW FAST THE UNIT MAY MOVE PER TURN IN INCHES.

ARM (ARMOUR): HOW GOOD THE UNIT IS AT RECIEVING ATTACKS.

STR (STRENGTH): THE AMOUNT OF BASES A UNIT IS MADE UP OF.

MOR (MORALE): THE FIGHTING SPIRIT OF THE UNIT, USED WHEN MAKING MORALE CHECKS.

RNG (RANGE): HOW FAR THE WEAPONS A UNIT IS EQUIPPED WITH CAN ATTACK IN INCHES

APF (ANTI-PERSONNEL FIRE POWER): THE EFFECTIVENESS OF THE WEAPON AGAINST INFANTRY.

AAF (ANTI-ARMOUR FIRE POWER): THE EFFECTIVENESS OF THE WEAPON AGAINST ARMOUR.

BASIC RULES

A turn is made up of the following phases:

  • Both players roll off to determine who is player A and who is player B.
  • Player A moves their entire Force
  • Player A fires with up to half of their units.
  • Player B fires with their entire force.
  • Player B can move their entire force.
  • Player A fires with the units that did not fire earlier in the turn.
  • Player A and B attempt to Recover stunned units.

VICTORY CONDITIONS: If one player has eliminated half of their opponent’s entire army they win.

MOVEMENT

The player may move any or all of his/her the units under their control the distance their ‘MVT’ value indicates in inches. If a unit is in base to base contact with an enemy unit they can move away but must take a morale check to do so, and if the unit fails that check it loses a base. The unit may not move through cover or dense woodland unless they are infantry or are flying.

ATTACKING

  • Make sure the target is within range of the unit firing.
  • Roll to hit, roll 1 die per base the unit has.
  Short Range (1/2 RNG) Medium (RNG) Long (Up to RNGx2)
In the Open 2+ 3+ 4+
Soft Cover 3+ 4+ 5+
Hard Cover 4+ 5+ 6+

Add 1 to the die roll if the unit is designated as ‘elite’ reduce by 1 if the unit is ‘basic’. In any case a 6 rolled is always a hit and a 1 is always a miss.

  • If any hits are achieved check to see if a hit damages the target. Only make one roll for damage. If the target is infantry use the shooter’s APF value and if the target is a vehicle use the shooter’s AAF value and roll a number of dice equal to the relevant stat adding an additional die per base that scored a hit on the target. The attacker scores a success for each 4+ rolled and each 6 rolled counts as a success but also allows you to roll another die.
  • Now take the ARM value of the target and roll a number of dice equal to its stat. The defender also scores a success for each 4+ and each 6 rolled counts as a success but also allows you to roll another die.
  • Compare the two scores, if the attacker’s is higher the target must make a morale check and loses 1 base. If the attacker’s score is double then the target must take a morale check and loses 2 bases. For triple the target loses 3 bases and takes morale check and so on. If the defender’s is equal or higher then the attack has no effect.

MORALE CHECKS

Roll 2D6 and add the number of bases the unit has lost so far, if the result is greater than the unit’s morale value roll 1D6 on the table below:

1-3 Stunned – The unit cannot move or shoot until it recovers.

4-5 Broken – The unit loses one more base and is stunned.

6 Routed – The rest of the unit is removed from play.

RECOVERY

To recover a unit roll a die, add 1 if the unit is ‘elite’ and reduce the roll by 1 if the unit is ‘basic’, on a result of a 4+ the unit recovers, and can then behave as normal in the next turn. If the roll is a fail the unit stays stunned.

ARMY LISTS

HUMAN FORCES
UNIT TYP MVT ARM STR MOR RNG APF AAF COST PU
Infantry P 4 2 4 9 6” 1 0  
MBT A 6 5 4 9 24” 1 3  
SPG A 6 4 4 9 24” 1 3  
GMV A 6 5 4 9 48” 2 2  
Light MBT A 8 3 4 9 24” 1 2  
Light GMV A 8 3 4 9 48” 2 2