d20 RPG Objects Blood and Guts Battlefield Unit Combat System.pdf

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blood and guts
battlefield unit combat system v 2.0
by
charles rice
cover art
jeremy simmons
editing
chris davis
layout
chris davis
play testing
paula rice, edward lennon,
corey hodges, chris davis, charles
baize
www. rpgobjects .com
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the
Coast, Inc.
d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with permission
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and
are used according to the terms of the d20 System License version 6.0. A copy of this
License can be found at www.wizards.com/d20.
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battlefield unit
combat system
small unit combat
raw
Raw units are largely untrained, and represent the bulk
of men and women caught in a combat zone, who grab a
gun (or whatever other implements are handy) and try to
defend themselves. When assisting, these units actually
get in a character’s way, imposing a penalty on die rolls.
These units cannot act alone without Orders , and any
Order given to a raw unit must be repeated every round in
combat. Raw units may not have Unit Specialties (see Unit
Specialties below for more information). All units that do
not have the Infantry Unit Specialty fight as a Raw unit.
The d20 System is an excellent system for handling combat
engagements involving less than twenty people. However,
what does the GM do when a combat situation involves
hundreds of people? There are a number of strategies
that wily GMs have adopted over the years to handle
this, usually involving just a tight focus on the PCs and
their actions during a larger battle. However, with the
Battlefield Unit Combat System (BUCS), the GM now has
the tools to run this size of battle like any other battle.
In BUCS, the Unit is the base size for independent
action. A unit is usually around ten individuals, the size
of a modern military squad. If individual characters wish
to participate in a BUCS battle, they must join a unit (see
Joining a Unit below). Units undertake actions the same
way player characters do: they have a move action and an
attack action each round; they may make skill checks, and
so forth. What actions a unit can undertake and how well it
can undertake them are governed by the unit’s Specialties
(see Unit Specialties below).
green
Green units are fresh out of basic training, but at least have
been given a full course of physical training, weapons
instruction, and some very limited exposure to live fire.
On their own these units operate at –4. When assisting
another character, these units grant a +1 to the character’s
skill check. Green crews may only act alone if first given
an Order . Green units may possess one Unit Specialty
(usually the Infantry Unit Specialty).
inexperienced
Inexperienced units have either been extensively trained
or seen limited action in the field. When operating alone
(but under Orders ), these units act at –2, but grant a +2
bonus to a character they are assisting. These units may
act without Orders , but act at-4 (the same as a Green unit)
when operating without the support of their superiors.
Inexperienced units may possess one Unit Specialty. It
is possible for certain characters (members of the Special
Forces, and Strategist Prestige Classes)to train a unit up to
this level of ability. Otherwise, this skill level may only be
gained through combat.
unit quality
Unit Quality is rated in two ways: how that unit functions
when assisting more skilled personnel (a PC, named NPC,
or more highly skilled unit), and how that unit functions
when operating alone. To act alone at full effectiveness,
most units must still be given an Order. Orders can only be
given by PCs or “name” NPCs.
Giving a unit an order is an attack action. The unit will
continue to perform that order until they receive a new
order or until performing the old order makes no sense
(in other words a unit ordered to attack will not turn on
friendly units once all enemies have been vanquished).
Unit quality also determines how much damage a
unit can take, since each successful hit on a unit reduces
quality. Thus, a legendary unit can sustain seven hits before
dispersing, while a raw unit can sustain only one.
average
Average crews have either seen extensive action, or
superior training. When operating alone (but under
Orders ), these units act at no penalty, and grant a +3 bonus
to a character they are assisting. These units may act
without Orders , but act at –2 (the same as an Inexperienced
unit). Average units may possess two Unit Specialties. It
is possible for certain characters (members of the Special
Forces, and Strategist Prestige Classes) to train a unit up to
this level of ability. Otherwise, this skill level may only be
gained through combat.
Quality
Alone
Assisting
Raw
-6
-2
Green
-4
+1
Inexperienced
-2
+2
Average
0
+3
Experienced
+2
+4
Elite
+4
+4
Legendary
+6
+6
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experienced
Experienced units have either seen lengthy combat duty,
or have been given the finest training available (this is the
default skill level of NATO forces). When operating alone
(but under Orders ), these units act at +2, and grant a +4
bonus to a character they are assisting. These units may
act without Orders , but act at no bonus (the same as an
Average unit). Experienced units may possess two Unit
Specialties. It is possible for certain characters (members
of the Special Forces, and Strategist Prestige Classes) to
train a unit up to this level of ability. Otherwise, this skill
level may only be gained through combat.
the table below to the Unit’s cost of Requisition DC (see
Raising a Force below).
Quality
Modifier
Poor
-4
Barely Adequate
-2
Adequate
-0
Good
+2
Excellent
+4
poor
The unit is not well equipped for the task it has been given.
A heavy unit with this equipment rating loses its ability
to take an extra hit. A mechanized or armor unit with this
equipment rating loses its mobility.
Should a unit be pressed into service for a task that is
not included in its specialties, that unit operates as if it is
poorly equipped, no matter what its normal Equipment
rating would be.
elite
Elite units combine extensive combat duty with the best
training available and are some of the finest soldiers alive.
These units assist another character as well as Experienced
units (granting a +4 bonus), but act just as well alone but
under Orders (+4), and are highly capable of independent
action as well (operating at +4 when working without the
guidance of a superior officer). Elite units may possess 3
Unit Specialties. Only combat experience (usually coupled
with tremendous training, to be sure) can make a unit Elite.
barely adequate
The unit is equipped for the task it has been given, just not
very well. A heavy unit with this equipment rating loses
its ability to take an extra hit. A mechanized or armor unit
with this equipment rating loses its mobility.
legendary
Some units consistently rise above and beyond the call
of duty. Units like the Big Red One, whose names have
become synonymous with valor. These units operate at
a +6 bonus, whether assisting another, acting alone with
Orders , or operating without Orders . Also, members of
this unit possess such superior combat experience that,
if the need arises, a Legendary unit can actually take
over other units (those not commanded by PCs or named
NPCs), commanding up to 6 lesser units. Legendary units
may possess 4 Unit Specialties. Only combat experience
(usually coupled with tremendous training, to be sure) can
make a unit Legendary.
adequate
The unit is equipped for the task it has been given. The
unit performs normally in every respect for a unit of its
experience and specialties.
good
The unit is well equipped for the task it has been given.
excellent
The unit has the best equipment money can buy. The unit
is so well equipped that it feels invincible. If the unit
enters into combat with a unit not as well equipped, the
unit may ignore its first Morale hit (see combat below).
unit equipment
How well a unit is equipped will also affect its
performance. The modifiers in the table below will affect
a unit according to its Specialties (see Unit Specialties
below for more information). So, a unit with the Combat
Engineering Specialty, but not the Infantry specialty, would
gain its equipment bonus to Craft (Structural) checks, but
not to combat.
The Modifiers listed on the table below apply to all
attack rolls and skill checks. If the Unit’s Equipment rating
is higher than Poor and a unit is pressed into service in an
area not covered by its specialties, that unit functions as
if it were Poorly Equipped. Characters raising units by
paying them, or Requisitioning them from a larger agency
(including the military) will also apply the modifier on
unit vs. unit
Many times, the actions a unit wishes to take will be
opposed directly by units on the other side. You wish
to find your enemy through aerial reconnaissance, while
your opponent seeks to hide valuable targets through
camouflage. In these cases, each unit rolls a d20, modified
by unit quality, and the higher total wins.
unit combat
Often, units will fight one another. This is what all combat
eventually comes down to, man vs. man. This is done like
a skill vs. skill contest, with each unit totaling all modifiers
and rolling a d20. The winning unit has the chance to
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inflict damage on their opponents, at the rate of 1 hit for
each 5 points it wins the round by. If the round is won by
less than 5, no damage is inflicted on either unit.
Unit Damage: Whenever units take damage, half of that
damage (rounded up) is a temporary loss of quality due to
the shock and fear of combat, and half (rounded down) is
due to actual injury and death. These two types of damage,
Morale Hits and Casualty Hits, are explained below.
Morale Hits: Morale hits are temporary losses of unit
quality due to shock and confusion. Morale hits are
“healed” by Medical crew, and by rest. As long as a unit
is under stress, one Morale hit can never be healed (the
last Morale hit may only be healed by R&R). Each day
of R&R (rest and relaxation) a unit receives restores one
Morale hit. Morale hits may also be instantly healed
through the use of certain class abilities.
Casualty Hits: During the heat of battle, crew casualties
are treated like morale hits, except that Strategists (a
prestige class) cannot use their class abilities to restore
quality loss due to casualties. After a battle, medical units
will be able to save some soldiers, restoring quality. Any
casualties that cannot be restored within twenty four hours
after a battle are dead. The unit that suffers deaths is
permanently reduced to its new level of quality, after which
it can begin gaining experience normally (representing
new recruits taking the place of fallen soldiers who are less
experienced).
hit it retreats in poor order and may be recovered after
combat; if a casualty hit inflicts the last bit of damage, the
unit is destroyed utterly and is lost.
Dug In: Units that are dug in (using natural cover,
foxholes, sandbags, razor wire, and other constructions
for cover) never suffer penalties for Momentum or Driven
Back. However, these units may not benefit from these
conditions either. Units that are dug in also gain a +2
bonus on all crew combat rolls.
Strength in numbers: When units work together for a
common goal, they gain a +2 bonus on all skill checks
for each unit over the first. Only units that have skills in
common may work together.
Outnumbered: Units may work together in combat as
well. When one side outnumbers the other, use the bonus
on the table below.
Surprise: Surprise is a dangerous weapon in unit
combat. Any unit may make a Hide check (modified by
Unit Quality) to attempt a surprise attack. This check
is opposed by a Spot check (modified by Unit Quality).
A unit that achieves surprise begins combat with a +2
Momentum bonus (meaning if it wins the first round this
bonus will increase to +3 the next round and so forth).
Mobile: A mobile unit is much faster than its opponent.
This usually results from one unit being mechanized while
its opponent is on foot, or a mechanized unit fighting an
Armor unit. For each step of mobility in a unit’s favor
(Foot, Mechanized, Armor), the unit gains a +2 bonus to
combat rolls. Also, a unit with a mobility advantage may
never be Pinned Down due to numbers, unless the unit is
fighting in cramped quarters.
unit combat rules: special cases
Pinned Down: A unit that is under fire from multiple
directions, or is unable to move freely because it is fighting
from a doorway, elevator, or narrow street is pinned down.
If your opponent is pinned down, you gain a +2 on all unit
combat rolls. If your opponent is pinned down because
it is fighting from a doorway, it must only win a round
(fighting its way free from the enclosure) to no longer be
pinned down. A unit that is pinned down because it is
outnumbered must successfully destroy one of the units
and even the odds in order to no longer be considered
pinned down. A unit that is Dug In may only be Pinned
Down if it is being attacked from multiple directions.
Momentum: If a unit wins round after round, it will
seem invincible to its opponent, regardless of the relative
quality of the two units. Each round a unit wins in a row
gives it a cumulative +1 bonus in the next round. So a
unit that wins three rounds, gains a +3 bonus. However,
if that unit loses a single round, it loses this bonus, and its
opponent gains a +1.
Damaging and Destroying Units: Each hit inflicted
on a unit degrades its quality by one step. This reflects
either that unit’s decreased willingness to fight (in the case
of morale damage), or its dwindling numbers (in the case
of casualty hits). If a unit is reduced below Raw status,
its fate is determined by what type of hit that last bit of
damage was: if a unit is reduced below Raw by a morale
Factor
Modifier
Outnumbered
+2
X2
+4
X3
+6
X4 or more
+8
Healing Unit Damage: There are two different kinds
of damage that may be inflicted on a unit: morale and
casualty. Each of these two types of damage are healed in
different ways. Morale damage is healed by leave time,
or facilities that serve to allow the unit to unwind on board
ship, or at a base, such as Gymnasiums, Arboretums,
Arcades and so forth. This damage will recover with
time, but if a unit must fight several battles in a row, it
will continue to feel the effects of fatigue for some time.
A medical crew, augmented by medical facilities, heals
casualty damage. These hits are repaired immediately after
combat. Any casualty hits beyond the ability of a medical
crew to heal are marked off permanently and counted as
unit quality level decrease.
Joining a Unit: Characters have many options open to
them to become skilled commanders in these rules. Squad/
Squadron Tactics, the Leadership Feat, and several Prestige
Classes (Special Forces, Strategist) all allow the PCs to
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amphibious
Amphibious landings are a vital element in modern
warfare. Combat must always be won on the ground, and
amphibious landings are one way to get troops into enemy
territory. Units with this ability gain a +2 on all rolls in
amphibious or beach terrain. Units with this ability gain
double Momentum bonuses when fighting units without
this ability in Amphibious environments.
Units without this ability begin any combat begun from
landing craft Pinned Down, and must win two rounds of
combat to act without penalty (see Unit Combat Rules:
Special Cases for more information).
Establish Beachhead: This allows a unit to own a piece
of contested real estate, making amphibious landings
there easier. Units that have established a beachhead are
effectively dug in. This allows one unit per round without
the amphibious ability to be put ashore and not begin
combat pinned down. Time: 1 hour.
lead troops into battle. What this does is allow a PC or
“named” NPC to join a unit, risking his life with them, but
greatly enhancing its effectiveness. Each of those feats or
prestige classes mentioned above gives details for its effect
on Unit vs. Unit contests. If a Crew Unit commanded by
a PC or named NPC suffers damage, the character does as
well. For each hit of actual (Casualty) damage suffered
by the unit (PCs are immune to morale hits), the character
suffers 3d6 damage. If the character is killed before his
unit (an unlikely scenario), that unit immediately suffers 2
Morale Hits, which will likely cause it to disperse.
orders
While units can function perfectly well as assistants to their
superiors, there is a lot to do in combat, and sometimes the
PCs will need their unit to operate independently. In the
description of each Unit Specialty are a number of Orders .
Giving an Order to a unit is a move-equivalent action,
which will be performed by that unit either for a specified
amount of time (listed in the Order’s description), until the
Order is cancelled by another Order (if no time limit is
given), or until the Order is completed.
Orders are listed with a time, in hours, that it takes to
perform the Order . Units always subtract half their quality
from this time, but the minimum time to perform an Order
is always 1 hour (so a legendary Combat Engineering unit
could bridge a river in 1 Hour, while a Raw unit would
take 10 hours to perform the same Order ).
arctic
Arctic units have special equipment and training for sub-
zero movement and combat. These units never suffer
movement penalties due to cold weather. Units with this
ability gain a +2 on all rolls when in arctic terrain or sub-
zero conditions.
Units with this ability gain double Momentum
bonuses when fighting units without this ability in Arctic
environments.
armor
Requires Mechanized specialty
An Armored unit is comprised of heavy armored
vehicles (such as Tanks). Armor units have two steps
of Mobility (gaining a +2 bonus against a Mechanized
unit or a +4 bonus against an Infantry unit, but no bonus
against another Armor unit). Armor units ignore the first
two Casualty hits they suffer, and can never be Pinned
Down by Infantry or Mechanized units unless fighting in
cramped quarters. Armor units cannot go into Amphibious,
Arctic, Jungle, or Swamp terrain. Armor units with the
Amphibious ability may go into Amphibious terrain.
unit specialties
Units without a given specialty may sometimes be called
upon to perform an Order they are not suited for. If the
Order can be performed at all (GM’s discretion on whether
the unit has the equipment to even attempt the Order ), the
unit performs as if it were a Raw unit, regardless of its
quality under normal circumstances. Units without the
Infantry Specialty always fight as a Raw unit.
Common Orders: Although many units have
specialized Orders only they can execute, there are some
Orders that may be performed by any unit.
Use Skill : Orders a unit to use one of its skills at unit
quality effectiveness.
Attack: The unit attacks other enemy units.
aviation
Aviation units comprise support personnel for friendly air
power. These units will man airports and repair and refuel
aircraft between sorties.
Skills: Air Traffic Control, Communication Operations,
Repair.
airborne
Airborne units give a commander great flexibility, because
they may be placed anywhere on the battlefield, using
their ability to Paradrop to bypass enemy strongholds and
allowing a commander to surround his opponent almost at
will.
Skills: Tumble
combat engineering
Units with this specialty aid other units by building
facilities to house and protect them. Due to the specialized
equipment used by these units, such as earthmovers,
backhoes and Bridgelayers, they may perform work in
much less time than units without this specialty.
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