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RG2100

RG2100

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Published by Sterling Archer
Sci-Fi Wargame
Sci-Fi Wargame

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Categories:Types, Comics
Published by: Sterling Archer on Jan 16, 2014
Copyright:Attribution Non-commercial

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06/27/2014

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RAILGUN: 2100RAILGUN: 2100
Science Fiction ArmoredScience Fiction ArmoredCombatCombat
By Ty Beard
SHORT TABLE OF CONTENTSSHORT TABLE OF CONTENTS
§ 1INTRODUCTION....................................3§ 2SEQUENCE OF PLAY.............................3§ 3THE FORCES........................................4§ 4MOVEMENT AND COHESION.................6§ 5SEEING YOUR OPPONENT.....................9§ 6COMBAT OVERVIEW.............................9§ 7FIRE COMBAT ELIGIBILITY...................10§ 8ARTILLERY FIRE.................................11§ 9CLOSE COMBAT..................................12§ 10GRAVS...............................................12§ 11JUMPTROOPS AND DROPSHIPS............13§ 12HIGH TECHNOLOGY.............................14§ 13CHARTS.............................................15§ 14VEHICLES AND TROOPS.......................18§ 15ORGANIZING YOUR FORCES.................19§ 16TROOP REFERENCE SHEET...................20
FEBRUARY 1998
Copyright 1997, 1998 Ty Beard. All Rights Reserved, Etc.
 
V1.0
A Railgun: 2100A Railgun: 2100
Page 2
 _______________________________________________________________________________________________ 
RAILGUN: 2100RAILGUN: 2100
Science Fiction Armored CombatScience Fiction Armored Combat
 Table of Contents Table of Contents
§ 1INTRODUCTION....................................3
A.Scale...................................................3B.Measuring............................................3
§ 2SEQUENCE OF PLAY.............................3
A.General................................................3B.Sequence of Play..................................41.Overview.........................................42.Attacking Player Turn........................43.Defending Player Turn.......................4
§ 3THE FORCES........................................4
A.Markers...............................................4B.“Unitsand “Stands”.............................4C.Vehicles...............................................51.The Data chart abbreviations are:.......5D.Infantry................................................51.The chart abbreviations are:...............5E.Artillery................................................51.The chart abbreviations mean:............5F.Troop Ratings.......................................5G.Racial Adjustments................................6H.Quality Checks.....................................61.General............................................62.Quality Checks Due to Fire Combat.....63.Quality Checks Due to Losses............64.Quality Checks Due to Artillery Fire.....65.Quality Checks Due to Close Combat..6
§ 4MOVEMENT AND COHESION.................6
A.General................................................6B.Movement Classes................................7C.Terrain Effects on Movement..................71.Clear Terrain....................................72.Light Woods.....................................73.Heavy Woods...................................74.Forest..............................................75.Swamp............................................76.Streams...........................................77.Rivers..............................................78.Roads, Bridges and Paths...................79.Cliffs and Ridges...............................810................................................Towns8D.Carrying Infantry/Moving Towed Weapons8E.Cohesion..............................................8F.Strategic Movement..............................8
§ 5SEEING YOUR OPPONENT.....................9
A.General................................................9B.Line of Sight (los)..................................9C.Spotting...............................................9D.Terrain Effects on Los and Spotting.........91.Hills and Ridges................................92.Cover..............................................9E.Smoke.................................................9
§ 6COMBAT OVERVIEW.............................9
A.General................................................9B.Cover..................................................9C.Infantry in Personnel Carriers..................9
§ 7FIRE COMBAT ELIGIBILITY....................10
A.General...............................................10B.Procedure...........................................10C.Targeting Restrictions...........................10D.Movement and Firing; Stabilized Guns....10E.Pivot..................................................10F.Requirements for Fire Combat...............10G.Angle of Attack...................................10H.Attack Procedure.................................101.Procedure.......................................102.Combat Chart Modifiers....................103.Missiles..........................................11I.Terrain To Hit Modifier..........................11 J.Effect.................................................11K.Fire Discipline......................................11
§ 8ARTILLERY FIRE..................................11
A.Artillery..............................................11
 
V1.0
A Railgun: 2100A Railgun: 2100
Page 3
 _______________________________________________________________________________________________ 
B.Off-Board Artillery...............................11C.Self-Spotting......................................11D.Artillery Fire Against Unspotted Stands..11E.Point Defense.....................................11F.Multiple Rocket Launchers...................12G.Orbital Artillery...................................12
§ 9CLOSE COMBAT.................................12
A.Procedure..........................................12B.Firing In Close Combat.........................12C.Infantry In Close Combat.....................12D.Pivoting in Close Combat.....................12E.Miscellaneous Close Combat Rules........12
§ 10GRAVS..............................................12
A.General..............................................12B.Movement..........................................121.General..........................................122.Nap of the Earth Mode....................123.High Mode.....................................124.Coherency.....................................13C.Combat.............................................131.General..........................................132.Pop-Up Attacks..............................133.Close Combat.................................13D.Firing At Gravs...................................13E.AA Guns............................................13F.Rockets..............................................13
§ 11JUMPTROOPS AND DROPSHIPS............13
A.General...............................................13B.Landing Jumptroops.............................13C.Dropships............................................13D.Remote DMRLs....................................13
§ 12HIGH TECHNOLOGY.............................14
A.Stealth...............................................14
§ 13CHARTS.............................................15
A.Combat Chart......................................15
CloseLong
..............................................15Quality Chart...........................................16Point Defense Chart.................................16 Terrain Effects Chart................................16 Spotting Chart........................................17
§ 14VEHICLES AND TROOPS.......................18§ 15ORGANIZING YOUR FORCES.................19§ 16TROOP REFERENCE SHEET...................20
CloseLong
..............................................20
§ 1 § 1 IntroductionIntroduction
A.A.
 
ScaleScale
Railgun: 210
 is a fast and playable simulation of armored warfare in the far future. One inch equals 250meters, one vehicle represents one real-world vehicle and an infantry stand equals one squad.When the rules require that numbers be halved, always round the numbers up to the next whole number. This games uses ten sided dice. Always count a “0” as a ten.
B.B.
 
MeasuringMeasuring
Players may not measure distances before they declare fire. They may never check front/flank angles until anattack is declared against them.
1
If a player declares an attack, measures the range and determines that the target is out of range, the attack iswasted.
§ 2 § 2 Sequence of PlaySequence of Play
A.A.
 
GeneralGeneral
Each game turn is composed of two player turns. A game lasts a number of game turns as determined by thereferee. A good limit is ten turns for a two hour game. Each player needs a Reference Card, a Troop Sheet andseveral ten sided dice.
 
1
 Oh sure, we have advanced targeting systems, but allowing players to pre-measure slows the game to a crawl. If it makes you feelbetter, ascribe it to jamming, fog of war, etc....

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