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RAUM KRIEG
by F.B.1945: As it becomes clear the war is lost, elements of the SS, German industrialists, and their top scientists effectuate a long-planned transfer to secret bases in Neuschwabenland (inAntarctica), where they will further develop secret super-weapons and bide their time until themoment for revenge has come. Well, the time has come. The 4
th
Reich is on the march.Raum Krieg depicts battles between the SS Entwicklungsstelle 4 of the Raumwaffe ("SpaceForce") and the USAAF (United States Advanced Air Force) in the early 21
st
Century. Muchto the Nazis' shock, the Americans had also been developing super aircraft during thepreceding 60 years, and are ready to meet them on their own terms.
Forces:
Each side is composed of squadrons, each composed of 10 Build Points (BP). Atypical squadron may consist of only 1 ship, using all 10 BP; or 2 smaller ships, each of 5 BP(or one of 6 BP and the other of 4, or any other combination which totals 10); or 5 drones,each of 2 BP. In addition, each non-drone squadron is assigned 1 Special Weapon.
Cards:
Each ship has its own Record Card, which indicates its model, squadron ID, andcurrent BP, divided into Weapons (Attack Bonus and Range); and Engines (Speed andDefense Bonus). The card should look something like this:
HAUNEBU III
JAGDSTAFFEL 11WEAPONSENGINES
BP for the two sections are represented by coins, stones, or similar markers. As thesenumbers decrease or increase, markers are removed or added accordingly. Thus, 6 BP = 6markers. Squadrons with more than 1 ship would have separate cards for each ship.
Special Weapons:
These are listed on cards, which are dealt randomly to each non-dronesquadron before the game. Place next to the squadron card. Remove when used. Example:
SW 1: TIME SHIFTSquadron may go back in timeto re-roll a bad die roll(attacking or defending);-OR- May go forward in timeto avoid 1 enemy attack.
 
Each Special Weapon may be used only once per game, generally whenever the player wishes (the wording on the card will make the best time to use it obvious). If the squadronhas multiple ships, the SW effects apply to all ships in that squadron simultaneously.Remember: drone squadrons are not assigned a Special Weapon. Examples of SpecialWeapons are given below. Players are encouraged to add their own Special Weapons, buttake care not to make them too powerful (A.K.A. "Game Busters")!
Turn Sequence:
Each side rolls 1d6. The higher roll decides who activates the firstsquadron. Each side then alternately activates 1 squadron at a time until all have had their chance to move and fight. If desired, a squadron may pass (take no action at all). If one sidehas more squadrons than the other, it continues to move its extra units until finished.
Activation:
A squadron may move and fight in any order, which includes doing a partialmove, fighting, and then completing its move. Multi-ship squadrons activate all ships at thesame time; but each may move and fight differently, as the player wishes.
Movement:
Ships move up to the number of squares (or hexes or inches) equal to thenumber of BP assigned to Engines. Note that in multi-ship squadrons, the number of BPassigned to Engines in each ship may vary.
Combat:
To attack, roll 1d10 and add the BP assigned to the ship's Weapons. The Defender also rolls 1d10 and adds his ship's Engines BP. Compare the totals.
If the Defender's total is equal or higher, nothing happens.
If the Attacker's total is higher, the Defender takes 1 Hit. For each hit, he removes 1 BP,either from Weapons or Engines, as he prefers.
Note that a ship may be attacked more than once per turn, but each ship itself may attackonly once per activation, unless a Special Weapon states otherwise.
As with movement, the number of Weapons BP may vary per ship in a multi-ship squad-ron. Such ships attack separately, at the same or different targets as the player wishes.
A ship is destroyed if either its Weapons BP or its Engines BP are reduced to 0. (Note: Amulti-ship squadron may lose one of its ships, but still operate the remainder normally.)
Drone combat is an exception to all of the above; see below.
Clouds (Optional):
Ships inside cloud banks, even at the edges, cannot be fired at except byships within the same cloud bank. Drones may never attack a ship within a cloud bank.
Drones (Optional):
Nazi V7's and American Cruise Missiles are unmanned* ships, whichplayers may want to avoid using until familiar with the rules. Drones operate as follows:
Drones are given 2 BP each, both assigned to Engines. They have no Weapons BP, andare never assigned a Special Weapon.
Drones defend normally (i.e. roll 1d10 and add Engines BP). A drone is destroyed if ittakes 1 hit, even though it has 2 Engines BP.
Drones attack by ramming enemy ships. To do so, they move into the square occupied bytheir target. Roll 1d10 (with no attack bonus, as they have no weapon). The target rolls1d10 and adds its defense bonus as usual. If the Drone total is equal to the defend-er'stotal, the defender takes 1 hit; if the Drone's total is greater, the defender takes 2 hits.*Some are reportedly manned by suicidal idiots.
 
Sample Cards
(column on far right is a place-holder; omit when making cards)
SW 1: TIME SHIFTSquadron may go back in timeto re-roll a bad die roll(attacking or defending);-OR- May jump forward in timeto avoid 1 enemy attack.SW 2: ADVANCEDWEAPONRY (LASERS)Squadron can make doubleattacks this turn (i.e. 4 if thereare 2 ships) and gets +1 to allattack rolls.SW 3: CLOAKING DEVICESquadron cannot attack nor beattacked this turn.SW 4: MIND CONTROL RAYTake control of 1 unactivatednon-drone enemy squadron for 1 turn: it remains in place untilit is your turn to activate.SW 5: RECONFIGURE ARRAYSquadron may redistribute BPbetween Weapons and Enginesof its ship(s).SW 6: DISRUPTOR BEAMPrevents 1 enemy squadronfrom taking any action this turn;-OR- Reduces enemy'sdefense bonus to 1 for 1 turn.SW 7: ADVANCEDTARGETINGAttacker chooses which systemtakes hit(s) which are scored ondefenders this turn.SW 8: TELEPORTATIONDEVICESquadron may disappear andthen reappear anywhere onboard.SW 9: HANGAR QUEENDestroy any one of your non-drone squadrons and distributeBPs among other ships asdesired.SW 10: ENEMYTELEPORTATIONMake one enemy squadronmove to location of your choiceon board.
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