• 6- Warlogic special rules

    Special rules can make the game more interesting. You can come up with you own rules if all players agree, for example, “Two pistols can be fired together gangster style.”

    6.1- : Strategy special rules

    6.1.1- Binocular, infrared vision, map, and compass

    This is still a work in progress. Maps and compasses can be interpreted as a move bonus @ in inches. It applies to the number of persons ! in a team. Binoculars and monoculars can be interpreted as a way to see further as “you can only target what you can see.'' If a unit sees something, it can target it, by attacking it or otherwise. If this unit is within reporting range from high ranking unit, the high ranking unit can see or know the same thing , and can order multiple troops to target it. Range @will be the range of vision, * will be how far we can see through visual obstacles (ie, behind a mountain), and there is no use for impact ! yet. This, however, required that there is a defined range for sight which is unidentified for now. There should be two, one for the morning, and one for nights.

    6.1.2- Turning back time

    Undo the dice and re-rolling. This skill should be penalized to make it very expensive.

    6.1.3- Predicting the future

    Rolling the dice forward and recording the outcome. This skill should be penalized to make it very expensive.

    6.1.4- Changing the future

    Setting up the next n dice rolls. This skill should be penalized to make it very expensive.

    6.1.5- Using different scales or genres

    There is absolutely nothing that limits what you can mix and match. Whatever you feel comfortable with can be done. For different scales you can treat them as is, or multiply by a factor to make them less or more powerful (also more or less expensive). In general though, try to keep some sort of aesthetics to make the game more attractive. Same scale, nicely colored, properly propped and articulated figures would make a good game much better.

    6.1.6- Intelligence, education, and information

    This is a work in progress but most probably it will relate to the monocular, compass and maps rule since they give information. And it will add to the mental capacity in hacking and psychological takeover rule.

    6.1.7- Using different types of dice

    To limit the odds you can use D2(flip a coin), D3(D6 split into 3), D4, D6, or D8. This will make the game unnecessarily slow but can be a way to apply some magic to your opponent. To speed up you can use D20 with impact ! that goes up to 200%. The recommended way to use different dice is to position them around the field so players can obtain or find them and use them as an extra attack roll and speed up the game. The dice could be zone related and can only be used if a player has the upper hand in that zone. Any extra die is rolled once per turn and it is up to the player to choose with which other die to roll it.

    6.2- ^ Control special rules

    6.2.1- Force or magic

    If a force user uses the force to move something into another, it is like making then crash (force user can just relocate it without crashing). The moved and object and the target have to be both within range @ of the force user. The ability impact ! must be equal to or higher than the weight of the moved object. If the moved object does not have a specific weight (i.e. not a unit but rather some obstacle on the field), a D20 is rolled to determine the weight and then it can be used once. The * extension of the force user's ability to move an object must be equal or higher than the remaining (health + armor) of the object being moved. Impact ! is how high it can be moved and @ range is how far. When the Jedi makes a force jump, or moves an object to safety, it is more or less the same thing without crashing at the end. Do not smash it into something else. Jedi lightsaber is used as: i- a deflective shield, ii-a remote weapon that can reflect specific ammunition back to its initiator, and iii-a face to face super sword weapon. Those are registered as three different skills. Jedi can do a Jedi mind trick and control another creature with inferior control ^! skills (communication + rank + decoration). This is the same as outsmarting a puzzle or a lock. Jedi skills (mind trick, force moves, force shields, etc) can be countered/disabled by Ysalamiri. This is the same as using distortion technology to disable communication.

    6.2.2- Hacking or psychic

    Hacking an electronic unit (like a robot) could affect its confidentiality, integrity and availability. Hacking impact ! (after applying a D10 percentage) is the highest mental capability of the target unit you can order or override. Range @ is the range of communication and extension * is the chain of command. Number # is how many times the unit can pull such an attack. Hacking, digital or psychological, takes 3 shapes: Hacking Integrity means you can order a unit to move or attack its same team units. Hacking Confidentiality means that you can leak information out of the attacked unit about its subordinates. Attacking Availability means you can freeze enemy unit(s) for one role. The mental capability is the sum of impacts, ranges, and chain of command for any control skills a unit has. For example to control a Sergeant who has a radio range of 20, impact of 8, and chain of 2, you need a hacking impact of 30 and above. So if the hacking capability is 100 and you get 2 on the D10, it wont work. But 3 on a D10 would work. of course the range has to reach too. If the targeted unit has a firewall with an impact of 20 then it is added to the mental ability and the attacker will need at least 5 on the D10. Probability % for such skill (Control/Override) should be very high (100) to limit its use. The penalty & is set to 1000 for the same reason. If a unit has a firewall (or protection talisman, Yasalamiri, etc), which is another skill you can buy, its impact is subtracted from the hacking impact !. Psychic attacks are the same as hacking but against biological units. Mind reading, Jedi mind tricks, etc.

    6.2.3- Capture buildings or machines

    If an enemy unit is hiding in a house or behind an obstacle your attacking impact gets a (-10%) penalty. In other words, you subtract 1 from the 10-sided dice (D10) result. To flip this penalty to your side, you need to have the upper hand when it comes to this house or obstacle. This means that you need to have more units in that house or hiding behind that obstacle. Obstacles and houses can have health and can turn into rubble if attacked. You can also choose to decrease their health by the same amount the (-10%) caused. This slows down the game though. Obstacles should be divided into reasonable sections each with its own health, so the game would be faster and more exciting. (Fast-play)

    6.2.4- Taking prisoners

    Depending on the ultimate objective of the game a player might choose to surrender some units to prevent them from being killed. Prison cells or coughs are control ^ skills with specific impacted ! prisoners. Work in progress (House rule): If a unit is incapacitated by suffering a health decrease of 90% it can be taken prisoner. It is not yet clear what are the repercussions of this rule. Work in progress: If a unit has only its hand-to-hand (H2H) weapon left, a successful disarm attack is equivalent to a capture.

    6.2.6- Distortion

    Distortion skills are skills that interrupt communications, force fields, etc. It is yet to be decided how it will apply but most probably it is a control (hacking or counter controls) skill. The simplest implementation is to cause the adversary to lose the command step in her or his next role.

    6.2.7- Spartans’ take over

    This is a work in progress but most probably it will be a mix of offense and control.

    6.2.8- Infestation

    Plague, zombie, zerg, or xenomorph infestation can be similar to hacking of psychological mind tricks in the sense that you need to overpower the unit self awareness by a virus, nanomite, etc. . The unit can be marked as infested or replaced with another infested figure. The cost of the infested figure must be less than the remaining value of the victim unit. Since the infestation will go on till the end the ammunition should be 30.

    6.3- > Move special rules

    6.3.1- Ghost or spy

    Ghost or spy units can move along enemy lines without being detected until they make an action. The player does not do anything with the figure, just write on a piece of paper which spy unit he moved and how far. The other player should conclude that since the opponent did that, he is moving a spy unit. When it is time for the unit to act, attack or break radio silence, the unit is moved according to the path that was estimated multiple times depending on how many times it was skipped. the unit is exposed. For now, there is no special price for that but the fact that the player cannot move any other units is a limiting factor.

    6.4- } Offense special rules

    6.4.1- Pincer attack and flanking

    Attacker does not get D10+1 for a frontal attack, but as already mentioned, if the defending troops are retreating, attacker gets a D10+1. If the Attackers pincers the defenders by attacking from 2 sides, they get D10x4. Attackers get D10x9, D10x16, D10x25, or D10x36 if they attack from 3, 4, 5, or 6 sides. The maximum is D+6 because it is easier to break a three dimensional space into six sides.

    6.4.2- Quick life or death roll (fast-play)

    If both or all players agree they can do quick elimination rolls to wrap up parts of the game fast. Basically, they decide which units will fight each other one to one and roll a dice each, the higher dice kills the other with no effect on anything else.

    6.4.3- Quick play (fast-play)

    If both or all players agree they can ignore deducting ammunition, energy, communication, etc.. This speeds up the game significantly, and since move energy, offense ammunition and control communication all have a value of 30, it should still be fair. The exceptions to this are defense and special limited ammunition weapons like missiles. This should make the game go much faster.

    6.4.4- Dual (fast-play)

    If two units get into a dual situation where they keep attacking and defending against each other, you can just roll two D10 dice every time. One is for defense and one is for offense.

    6.4.5- Damage maximization (fast-play)

    If you roll multiple dice for multiple units or weapons you can assign the results of the dice to the weapons and target that maximizes the damage to the enemy. The more dice you roll the better the odds. Since for the attacks that were in range you can assign the highest dice values and leave the low dice for the misshots that were out of range. If you go by the default.maximum weapons ammunition being 30 then make sure you do not abuse this rule.

    6.4.6- Weapons that actually shoot

    If players agree on this house rule it can be activated. Some figures come with weapons that actually shoot, for example, catapults and ballistas with elastics, spring cannons, squirt guns, or any thing with a projectile. Players can shoot the weapon instead of rolling the dice. If the projectile touches the target it is considered a 100% hit. if not it is 0% hit.

    6.4.7- How does the yasalamari stop force skills

    If the force-skill is offensive like lightsaber throw, blue lightning, force choke, reflect, and lightsabre face-to-face, the Yasalamari impact is deducted from the impact of the offense impact (precisely after it has been modified with the Dice roll). If the force-skill is control override like force mind trick, and force move object, the Yasalamari impact is added to the mental capability of the unit it is protecting. Force jump, lightsaber deflect, and force shield are not affected by Yasalamari protection.

    6.5- [ Defense special rules

    6.5.1- Hazard terrains

    Mine filed is a defined surface with several # mines in it. It has a center point that is used as a reference to calculate the mine range @. If a unit moves into a minefield one mine explodes. One mine explodes per unit landed on surface. As usual the mine's impact ! and circumference * takes effect. A minefield could be a piece of cardboard with range as the distance between its center and furthest edge, or it could be a sign representing the center of an imaginary circle. All friend and enemy units are affected and mitigate using special mine detectors and chemical and gas masks. It is safe to cross a minefield once it is depleted.

    6.5.2- Mine detection and automatic turret

    If a unit has a mine detector with sufficient impact ! it will detonate the mine without hurting the unit. If a single mine detection impact ! charge has less impact the rest is subtracted from the unit's health. Nuclear waste, barbed wire, and magic death spell fields are treated the same way. Since minefields and automatic turrets and other defensive mechanisms are installed by the defender to protect against attacking units, the defender loses the right to defend against these attacking units that were targeted by the defense mechanisms. The difference here compared to the regular scenario, is that the defenders attack back just after the attackers move in, and not in response to the attack. This is an extra leverage for the defender with the drawbacks of being a static weapon and that it would attack the defenders if they try to cross it without a map.

    6.5.3- Sinking

    Drowning, quicksand, gas, fire, and other hostile environments can be treated like a minefield with some standard damage points to units that are not equipped to be in it. These are mostly defined as part of the map but adversaries can buy their own and use the as obstacles.

    6.5.4- Cloning and resurrection

    When a unit dies, it can be resurrected provided there is enough credit to do so. So a cloning facility is just a facility that has credit to create characters (including armor, weapons, etc.) on the fly. A resurrection facility/skill is similar but with the extra skill of transporting the “cloned” character to the place where it died. If the dead character is out of range of transport, it can not resurrect it.

    6.5.5- Regenerative armor (Fast-play)

    Some units can have armor that automatically kicks in every time a unit is attacked. The impact ! is usually more than 1, number # is how many times it can be used, and the whole impact ! charged is used every time soe there is some waste. It makes automatic healing easy and it is easy to spot if healing was forgotten. This means, however, that this unit has defense automatically set to recharge until all the charges are finished.