Iron Harvest: Platoons Rules

Iron Harvest: Platoons Basic Rules

Iron Harvest: Platoons will see you commanding one or more Platoons on a hex-based map in order to defeat your opponent, whether that be through objective control or complete annihilation! But first, the Basics

The Basics

Units are made up of six variables

-HP(Hit Points): denotes how many hits a unit can take before dying

-Armor: tells you how well this unit can shrug off damage

-Movement: shows you how many spaces this unit can move with one Action Point

-Acc(Accuracy): Gives you the roll on a 6 sided die that you need to hit a target when you attack

-Weapons: Here it will give you the name of the weapons used by this unit, which have their separate stat cards. If there are multiples of a weapon in a unit (such as the Straznik, it will have an x2 beside it, except with infantry, which will be discussed later)

-Specials: This will list any special abilities a unit might have, such as being able to make a move action as part of an attack action.

Units also come in three varieties, Mechs, Weapons Teams, and Infantry. Mechs are generally the most simple and there is little bookkeeping when it comes to their care other than their HP values mid-battle. Weapons Teams work in a similar vein, though they move generally slower. 

Infantry units, however, are made up of many individuals working as one, so you will see in their HP value generally and multiplier denoting first how much HP an individual has and then how many individuals are in a unit, for example, a unit of Polanian Riflemen will have an HP stat of 1×5, with the ‘1’ denoting how much damage one of the men in the squad can take before being taken down, and then the ‘5’ showing how many men are in the unit itself that all need to be removed before the unit is completely destroyed. When looking at the weapons of such a unit, it will usually not have a multiplier next to it, however, the unit does have that weapon as many times as it has members. If a unit does have a weapon with a multiplier, that means it’s a special weapon within the squad, such as an LMG. The unit has that many of that weapon, and then the rest of the squad is equipped with whatever weapon does not have a multiplier next to it. Once the squad loses members, it will also lose weapons in order of Standard issue to Special issue.

Each unit, though, has the same amount of Action Points, or AP for short, which is three. This might sound like much, however, most weapons cost more than one AP to fire, some costing all three. This can be debuffed by enemy abilities such as Suppress, however, no matter how many weapons are being fired with that ability from a single unit, you can only remove one per attack (Sorry Straznik). Multiple attacks, however, can remove more AP all the way down to 0!

Weapons are also made up of a multitude of variables, but this time just 5.

-Range: this weapon can only attack targets within this amount of hexes

-Damage: How well this death-dealer can deal out death. Might also have Pierce value to denote how well this weapon ignores armor

-RoF(Rate of Fire): How many dice you roll when rolling to hit

-AP Cost: How many Action Points this weapon costs to fire

-Specials: Once again denoting what, if any, special properties this mech might have.

Actions

There are two main actions in Iron Harvest: Platoons, Moving and Attacking. Moving allows you to use one AP to move up to your Movement value in hexes anywhere on the board. Attacking lets you fire all weapons, using as much AP as the one with the highest cost if there are different weapons in the same unit.

Attacks work in this way, you choose the unit you are attacking with and a target within weapon range and remove the AP cost. If you don’t have enough AP, you can’t attack. Then you roll to see if you hit with your weapons, looking at the Weapons’ RoF stat and roll that many six-sided dice. Look at your Acc stat, and if any dice are equal to or higher than that, then they count as a hit. Look at your weapon’s damage stat and your target’s armor stat. Subtract the armor rating from the damage and remove that amount of hit points from the target for every hit. If the armor is equal to the damage stat, then it has a chance to bounce the attack off completely. The attacker must then roll again for every hit, and if they get a 3 or higher(a 3+) then that specific hit deals one damage. If the armor is one higher, then the roll becomes a 5+, but if it is two higher, then it is impossible to breach the armor with such a weak weapon. Weapons sometimes have a Pierce stat next to their damage stat, denoting that this attack is designed to shear through armor, and therefore lowers any targets armor by that value.

Each unit also has one Reaction, which it can take upon being targeted by an attack. This can be used to fire back, though, for any attack that costs more than one AP, you will take a -1 penalty on the roll to hit per AP more than one. You can alternatively move up to your movement value in any direction, even out of range. The opponent will still get to attack, but with a -2 penalty to hit.

The Map and Terrain

The terrain on the map can do two basic things: 

-Stop the movement of Mechs and Weapons Teams 

-Provide cover for Infantry inside

Pieces of terrain such as trees do both, while trenches only provide cover. 

Terrain that inhibits the movement of Mechs and Weapons Teams does simply that, a Mech or Weapons Team cannot go into that space at all and must go around.

Terrain that provides cover gives one armor to any infantry inside. This is what allows infantry to stay on the board, as otherwise, they would all easily go down to all the heavy weaponry that is being thrown around.

Terrain, however, could also do any number of special things, such as a barbed wire that damages infantry that walks through it but doesn’t affect mechs, or gun emplacements. Feel free to go wild with your imagination.

The map could be anything, so long as it has a hex grid overlayed on top of it. While a simple map with trenches and trees is provided, again feel free to create your own kind of maps, this one is simply a template that you can work off of.

Setting up a Game

This process is fairly simple:

  • Choose a number of platoons per player

  • Choose your platoons from the list in your faction

  • Choose a map together

  • Set up your units within 4 spaces of your side of the board

The main objective is to be the last one standing. Simple, right?

Do not let this throttle your imagination, however. Create your own scenarios, maybe a last stand where the defender gets fewer platoons, but only has to survive a certain number of rounds to win, or one where you both fight over objectives laid on the board, or even play capture the flag with this. The possibilities are endless.

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