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Kry-Gothic (the open source table top wargame)

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Contents

About Kry-Gothic and this wiki

Before editing anything on this page, read this first

Kry-Gothic is an open source rule set, meaning anyone and everyone is free to help contribute, tweak and change rules to improve the system. But be aware that any edits that change the basic rules of the game MUST be posted on this wikis discussion page first. This is because many of the rules may be the result of countless hours of play testing, and changing those rules without discussing it with the rest of the community could be detrimental to the game itself (it could be a certain rule that, while it seems bad, is to avoid a loophole in another section of the rules). This is only for edits that change the fundamental rules of the game. To clarify what should and shouldn't be discussed first:


What should be discussed with the community before editing:

  • Changes to fundamental rules (eg. changing the system from a D6 to D20 system, rewriting the close combat system)
  • Removal/deletion of ANY sections


What does not have to be discussed:

  • Tweaks of the rules. Small changes that do not have a huge impact on the game (eg. tweaks to the system, like changing small parts of how the close combat system works, weapon stats)
  • ANY new content, from adding teams, alternative rules, to adding new scenarios.


Mainly, just use common sense. If you are unsure in any way about what you are editing, just post in the discussion page. In fact, its a good idea just to post there anyway when you want to make changes to the rules, since it lets you get feedback on your idea, lets you give feedback on what is flawed with the current system, and give the opportunity to further refine the new rules you came up with. I (Boolean) check if often, so I should be able to get a reply to you fairly quickly.

Open source and how it works

This is an open source game, but I still retain the following:


  • The right to be credited as the creator.
  • Rights to publish the only official rule system of Kry-Gothic. No other official rule system is allowed to be released without permission from me. This page does not contain the official rules. The official rules is a record of the rules that I will keep myself off site, and in a culmination of rules that I believe should be the official design of Kry-Gothic.


Being an open source game though entails those who want to use these rules with the following rights:

  • The right to be credited as developers
  • The right to publish this rules system, with or without changes, under their own title. Credit to the Kry-Gothic game must still be given. This means that anyone is free to publish the Kry-Gothic rule set, but it must be noted that it is the unofficial version.

What is Kry-Gothic

Kry-gothic is a skirmish warfare game set on an abandoned cruiser. Battles take place at random points throughout the ship as different teams with different agendas try to take of control it. The ship of Kry-gothic is a strange and wondrous place. Inside its walls is not just a barren metal ship, but in some cases lakes of blood, or rooms carved of human bone.

In Kry-Gothic, players take control of squads sent to the ship to capture it for their own race. Players fight against other players in skirmishes of around 12-14 models per player with randomly generated missions. Through the use of a betting system at the start of play, winners receive better funding and the opposition's lands, losers forced to run away.

The purpose of Kry-Gothic

When this game was still just in its infancy, I was scouting around the internet looking at manufacturers who make war-game models. While I was doing this, I was amazed at how many small 2 man companies are out there producing high quality miniatures. The sad part is that with huge companies buying out these places, they are either run out of business or gain so little exposure they run themselves out of business. By the end my search, I actually felt guilty that I going to ignore these amazing little companies as well. So one night over coffee I forgot to put sugar in, I decided that instead of ignoring these companies, I would support them.

The basic idea of Kry-Gothic is to have a table top game that does not cost you a single cent to play. The rules are free, the models can be nothing more than dice. In this game , instead of telling players what models they need to purchase to make the game official, descriptions of what the models should look like are given instead. It is then up to the player to purchase any model he finds from any company that fits this description. The only rules are that certain models must have set sizes, and that both sides have similar shaped bases. Apart from that, they players can use whatever they want. It would be entirely possible to use nothing more than dice, with a 1 representing one unit, a 2 representing another, etc. The rules are open source, so anyone is free to help tweak the rules. Depending on how big the rules get, at some point down the line an official rule set mght be released, so that a change to a rule that happened overnight wont be the cause of an all out brawl when two players argue over armor rules.

The purpose of this page

I started writing this many years ago, and only just found it by chance on an old hard drive. I was surprised how much work I actually put into this, but I didn't have the time to write it entirely myself in one go. Instead, I decided to make this page, where I will slowly update it with more rules, and allow others who give the system a go to tweak the rules as they please. The game of Kry-Gothic was designed to introduce more stratergy into table top games, giving players more control over just what happens in the playing field. Areas such as rank, communication, time and unit willpower are all very big parts of the game The system allows maps to be the slums of the ship it is set in, to being in an area that is gigantic sprawling green hills, all part of a eco system test area 50 miles long.

General gameplay information

Kry-Gothic is about strategy, and about putting the players under real pressure by requiring them to think on their feet. It is about requiring the player to think not just 'damn, they have +1 more armor than me', but to think 'damn, I don't have enough time to tell those guys to stop charging against the guy with the higher armor, but if I don’t do something quick he is going to charge me anyway, and if I waste time telling them to stop, I cant get my sniper up high enough to take a shot at their squad leader". Essentially the entire game is played in real time though the use of Action Points (AP), which allow a much more tense style of play. The way it works is that, say for example both players have 10 AP at the start of the game. Moving a unit may cost 2 AP (simulating the time it takes the squad leader to communicate the order), another 2 AP to fire and so forth. The other player though is free to interrupt you at ANY stage. This means that if you rush your guys out into the open, he can say straight away 'I spend 4 of my 10AP and open fire on those units'. Essentially, both players are playing at the same time. Once both players have used up all their AP, side effects for that round are placed on players and a new set of AP points are rolled.

Instead of the usual 'your turn, my turn' style which is highly unrealistic, the focus of the game is to make decisions under pressure with perhaps only 4 seconds to make up your mind. This game is all about player options, strategy and pressure.

Army sizes

Kry-Gothic is supposed to be about the small skirmish groups wandering through the ship who happen to run into other hostile forces doing the same. As such, the number of units used in a game are usually no greater than 12 on either side. The focus of the game should be about giving each of your units names, descriptions, tweaking their weapons and armor, and getting that small group of 12 or so units as tight as possible.

First time here?

If you have never seen this site before, a good example of the game and how it works can be found here. This explains some of the tactics possible in Kry-Gothic due to the design of the system.

Prologue

From an unknown galaxy, the ship came. It wandered among the galaxy, traveling amongst planets and stars with an unknown purpose. Thousands of miles long, it has attracted the attention of many eyes of greed. Written across the side, letters bigger than many planets stand. The name "Armadrema" grabs the attention of many, the only clue to this ships past. The only action the ship appears to perform is the firing of a weapon so powerful, it reduces planets to nothing but a few scatterd rocks. Why it is doing this is unknown. It would seem as if the entire ship is one gigantic weapon; t has even been theorized that this may just of been a smaller part of an even larger ship, but surely that is improbable if not impossible.

When the first Ralim drop ship was deployed, what they found was a massive and wondrous ship, which was a mix of technology and organic flesh. The first transmission was not what was expected though:


-- DataProbe receiving at Port 12 --

The ship is wondrous, but I have never been as terrified as I am right now. Inside its walls is not just a barren metal ship, but in some cases terrifying rooms carved out of human flesh and bone, others with heads scattered around the floor, still screaming. It would appear as if the ship has been part of something much bigger than we could ever comprehend. Whatever the case, men have started disappearing, reports of walking through doors into lakes of blood have become all too common, and I'm sure we're being followed.

We're getting the hell out of here.''

>>>Last transmission received

Chapter 1: Getting started

What you will need

First thing first, you need something to represent your units. For the purpose of this game, anything from toy soldiers to cut out pictures glued onto cardboard can be used (which may be something that is created later on for the use in this game). A popular substitute is dice, with a 1 representing one unit, a 2 representing another. You will also need an area about 2 meters squared to play on, although nothing says it has to be flat. Also, gather up all the loose bits and odds and ends from your house to scatter them all over the play area (cats are great fun!). You will also need something to measure distance, preferably in inches. Finally, about four of five six-sided dice for each player, as well as some pieces of paper to keep notes.

Dice and their use

D6 - What it means

A term used often throughout this page is the term 'D6'. This simply means a 6 sided dice. At the current point in time, KG(Kry-Gothic) uses nothing other than D6's. Often a number is places in front of this to show how many D6's need to be rolled, so 3D6 would be 3 six sided dice, and 5D6 would be 5 six sided dice.

Target numbers

At various points in the game, you will be required to roll your dice in order to pass certain tests. For example, it may be that you are required to roll a 12 or higher to successfully shoot enemy troops. When making these rolls, the rules will state just how many D6's you need to roll. So the rules may state that the action you want to pass requires you to roll 3D6 and get higher than the target number of 12. So you roll all 3 of your dice, and say for example you get 5, 3, and a 1. That’s 5+3+1=9; not enough to pass the test.


Rolling 6's

Whenever a 6 is rolled, the player can re-roll that dice and add the new roll to the 6. So if a three dice are rolled that come out 3, 4 and 6, the 6 is re-rolled, and comes up 3. This means the final dice rolls are 3, 4 and 9 (6+3).

Rolling for 7+ targets

When rolling for target numbers, the target 7 or higher may come up from time to time. If you are required to roll at least a 7, you must first achieve a roll of 6 on one your dice. Any dice that roll a 6, re-roll them and compare them to the list below:

7+: Pass on a roll of 3 or higher

8+: Pass on a roll of 4 or higher

9+: Pass on a roll of 5 or higher

10+: Pass on a roll of 6 or higher

11+: You need a roll of a 6, then a second 6, then a 3 or higher. 


This pattern repeats for whatever crazy target numbers you manage to come up with. Good luck pulling this off though.

When a roll is not a target number

Just to clarify, the other type of roll as apposed to trying to pass a certain target number are cumulative rolls such as damage rolls, or any type of roll you are trying to attain a score, rather than pass a certain number. It will be made clear in the rules which type of roll is required.


The Keep dice

When looking at a skill which has 3K2, or 4K1, the player rolls a number of dice to the left of the K, and keeps the amount of dice on the right hand side. So if the player is asked to roll a 4K3 roll, he rolls 6, 5, 5, 2. He chooses to keep the 6 and the two 5's, giving him a total of 16. In most cases this is used for figuring out damage.


Rolling attribute checks

If an attribute roll is called, roll the amount of dice as per the attribute number (all models have attribute numbers which display strength, agility etc.) which that action calls for and compare the highest roll to the target number. If the target is reached the test is passed. For example, if a strength roll requires a 5 to pass, and the model has 2 strength, the player rolls 2 dice and takes the highest roll he got. Assuming the player rolled a 4 and a 6, he takes the 6 because it is the highest roll, which is enough to pass the test.


Terra-forming

Since this is a table top game, part of the fun is making places for your models to fight. Even though KG is set inside a massive ship, try not to think of fights taking place in small barren corridors. Instead, battles take place in areas such as labs, coolant stations, engine rooms, hangers, bunkers. Also, the ship seems to have areas that defy common sense, such as vast sprawling fields, lakes of blood. Remember, the ship seems to be able to change itself at a whim, and who knows what will be in that next room. It is thought that the ship is feeds off the fears of those inside it, which is dangerous for those who have a fear of drowning (reports state that entire squads have suddenly been caught in an flood of water since one of the members had a fear of water)


For lazy people, terra-forming can be done by scattering shit all over the table and giving it a name.

Chapter 2: Character Statistics

Not all people are created equal — the same holds true for models in Kry-Gothic. Leaders, for example, are more experienced, more brawny, and have more nerve by far than your average foot trooper. A biological monstrosity consisting of a swarming mass of tentacles will be a better fighter in close combat than a run-of-the-mill grunt.

To reflect battle realities like these, nearly every model in the game has certain characteristics. This is a common concept in games of this nature; they’re simply a numerical way of describing the model in terms of game mechanics. In all cases, the higher the number, the better.


Zero-Level Characteristics

Some models have been given an X for certain characteristics, meaning they have no ability whatsoever in that area — or that that characteristic just doesn’t apply to them. An example of this is the Protarian blood ravager, who attacks purely in close combat. Because they can’t fight back in ranged combat(RC), they have no RC characteristic.

Characteristic Profiles

Each model has a statistics to represent the abilities of that character. Just as some people are better at strength related feats than those who are good at those that rely on speed, each unit in Kry-Gothic had their own statistics to represent their ability on the field. Below is an example of an average unit:

Troop type: Average Joe

Speed - 3 (X)

Strength - 2

Body - 2 (X)

Mind - 3

Willpower - 3

CC - 2

RC - 2

Attributes explained

Speed

This is the ability of how fast a model can move and react. To move at a standard speed on flat terrain costs 2AP. The speed stat shows how far, in inches, for the cost of that 2AP, the unit can move. The Rush Grunt for example can move 5 inches for 2AP on flat ground at standard move speed. Speed is also used for some reaction tests. The (X) after the speed attribute is where the player writes their modified speed score, since some armor will cause this to decrease.

Strength

This is a measure of the raw striking power a unit contains. Usually used just for close combat, it may also be used for judging how far the unit can throw grenades, and any other feat that requires brute force.

Body

Units with a high body attribute are usually larger and more muscled than units with smaller scores in this area. Units who excel in this area can take more hits, and can soak up more damage than smaller units. The body attribute is usually used to check if the hits the model is taking are doing any damage. Any hits that exceed this attribute are counted as a wound (although this is discussed later, most units can only take 2 wounds). The (X) after the body attribute is where the player writes their modified body score, since it raises higher with each bit of armor the model slaps on.

Mind

This is a general description of the intelligence of the unit. Grunt units that are used as cannon fodder generally have lower scores in this area, with on the other hand squad leaders excelling. This is also used for psychics.


Willpower

This is an important statistic, being a grade of how steadfast a model is. Models which have a high score in this area are less likely to flee a battle, and will hold their ground more. Squad leaders and units which are pure fanatics are likely to have high scores in this area, where cheaper cannon-fodder units may try to flee at the first sign of danger. When units are called on to pass tests such as situation with fear or panic, this attribute will be used.

Close combat (CC)

A model’s CC indicates how proficient he/she/it is in the art of close combat and hand-to-hand fighting. The higher this number, the more combat-worthy the model is for this type of fighting.

Ranged combat (RC)

RC is the ability of a model to use ranged weaponry effectively. Think of it as the model’s marksmanship. Units with higher scores in this area are more likely to hit there target. One important thing to note about the RC attribute is that despite the fact that pretty much any unit can take any weapon, some weapons require much more skill to fire correctly. This means that while giving a unit with an RC stat of 2 a sniper rifle may give the opportunity to fire with precision (a sniper rifle allows a unit to roll UP to 5 dice), the unit will only be rolling 2 dice when they try to hit the target. A good way to equip your units is to not give them weapons that have ratings that go higher than their own ability to shoot, making sure to equip them with weapons were the amount of dice the weapon allows you to roll is the same as the amount of dice the unit can actually roll. The unit above with an RC stat of 2 is therefore well suited to pistols and other low class weapons.

Armor

Note that armor is shown as a separate column on the army sheets, so it is not included in the stats above. As models pile on pieces of armor, their armor score increases. This score is then applied to the Body attribute, and in some cases, the speed score is lowered. In order to effectively keep track of the separate parts of armor, this is all kept in a separate table.


Leaders and Soldiers

Units come in 2 classes, Leaders and Soldiers. In these there are 6 different types.


Leaders:

Squad leader

Elite


Soldiers:

Heavy

Storm

Fast

Special


Leaders

Squad leader: Every team must have a Squad leader. This is the unit that orders your troops around the field. They are the highest in the chain of command. It is possible for some teams to take a few lower ranking squad leaders instead of one top ranking one.

Elite: Usually hand picked by the squad leader himself, these units are veterans of combat. They have their own sets of skills, and sometimes come with their own special gear. Players can take up to 5 elite units.

Soldiers

Heavy: These troops are the massive hulks of power that the team uses to smash through the enemy.


Storm: The standard troops. Your team has plenty of these and can get plenty more.


Fast: Specially designed to speed around the field, these units usually have to sacrifice protection for speed, requiring a good plan to be used effectively.


Special: Changed from Special to an individual name for each team, these are the specialty units, designed with a certain purpose in mind.

Individuals and Squads

I'm still undecided on this. On one hand I am thinking all units should be treated as individuals, with no grouping allowed except for units with a special ability. On the other hand, I am thinking that forming groups of models may be more playable. I may have to come back to this.

Chapter 3 - Action Points and rounds

Action Points

Action points, or AP for short, are what you use for ordering your troops around the field. They can be used from anything from moving to shooting, psychics to close combat. One way of thinking of AP is that the squad leader only has a limited amount of time to shout out orders; AP replicates this. During the game, you have a limited amount of AP to spend, and most of the actions that your troops perform will cost at least 1 AP. This means that tactics are the key to victory. If you have only a few AP, how do you position your troops? You could move them into cover but then you might not have enough to shoot. Or do you shoot and hope that they hit? Or should you spend it all on just getting your boss the hell out of there? What if you spend a couple making the boss draw the fire away, letting of one shot, use the rest to put your troops in cover? Or how about just hoping they hold out and bring in some troops into the flanks? You could afford any of these and plenty more. Action Points are given depending on team chosen.


Getting your AP

At the start of the game, roll the amount of D6 equal to you’re the amount of Squad leader units you have. Take the highest roll and add it to your teams Tactics Rating. This is how many points AP you receive. You can spend as many or as little as you want in any amount of time, but you do not get to roll for a new amount until both players have used up all their AP’s. If one player wishes to make no more moves, but still has AP left over (tip: Use it to put units into waiting), they can declare they are done for the round. Any left over AP does not get carried to the next round. It is then the end of the action point round

Roll 1D6 per Squad Leader. Highest D6 roll + Tactics Rating - scenario modifiers


Tactic Ratings

Race/Army >>> Tactics Rating

Ralim, Protarian >>> 15

Renegades >>> 13

Wraith >>> 13

Slaves >>> 12

The Hive >>> 10

The Forgotten >>> 10

Action Point Rounds

After both players have spent all their AP’s, it is the end of the AP round. Before new AP’s are issued, a few checks are done. For each of the criteria satisfied below, AP will be added and subtracted from your next AP total.

Loses table

1) You have lost over 50% of your army since the last AP round -5 AP

2) Your squad leader has been killed -5AP (If 50% of army has been lost as well, just count -5AP)

3) Your squad leader lost any Willpower rolls since the last AP round - 2 AP

4) Any of your units were damaged by their own side -1AP


Triumph table

1) You lost no units since the last AP round +1 AP

2) You killed an enemy squad leader +2 AP

3) You have successfully completed a command combo. +1AP per 4 commands

4) You have interrupted a command combo. +3 AP

5) Fist blood! You caused the first wound. +2 AP


Tally up how many AP you will have to add and subtract, then make new AP rolls and figure how many are received in total. AP can never be reduced below 0.


The other use of Action Point rounds

Although the Triumphs and Loses results may not swing the tide of battle drastically, the main purpose of AP rounds comes when playing the actual scenarios. Apart from a few straight out 'deathmatch' style scenarios, most have effects that take place at the end of each AP round, some also with a timer that specifies how long the skirmish can last for. For example, in one scenario the attacking force must destroy 3 locations on the playing field, with the other player filling the role of the force that has just heard the alarms and have rushed to protect their key points, caught off gaurd. In this scenario, the following actions take place at certain AP rounds:


End of AP round 1 - The defending side can begin to move their units into postition

End of AP round 3 - Squad leader arrives

End of AP round 4 - Last quarter of units arrives

End of AP round 10 - Backup arrives, defenders win.

Order Combos

If the player wants to, they can link as many orders together as they want, instead of saying them one by one and hoping the other player doesn’t interrupt. Examples would be having a model jump out from cover and shoot. There are risks though, which is that the player must pay for all moves in advance. The orders have been given, and the squad leader has to just hope it goes to plan. This means that if at any point the combo is interrupted (due to anything from a scenario event, to a proximity mine), or any of the actions fail, all orders are immediately stopped.


An order combo can be loosely defined as anything that has to be said with the word “AND”. Multiple units can be involved in an order combo, but all the units involved in the combo are treated as a whole. This is risky, as ALL will have to pass their tests.

Types of order combos

Different actions: If the current action in the combo is different than the order that comes before it (inside the order combo that is, not any actions that came before you start one), the unit can only be interrupted if the opposing unit is in waiting (see below), if he becomes involved in another action, or if he fails any of his actions. Examples would be “Run and shoot”, “Sprint into close combat”, “Run and throw grenade”, and so on. The advantage of this is that as long as no opposing units are in waiting, the unit can perform a series of actions without interruption by the other player.


Repeated actions: If the current action is the SAME as the previous action, then the unit is treated as performing two separate sets of actions and can be interrupted by the opposing player (taking into account order precedence, see below). Examples of this would be “Move and Move again”, “Fire twice”, “Throw two grenades”, and so on. The advantage of this, and the difference between this and not using an order combo, is that you can get all your orders out of the way at your own pace without trying to yell at 100 miles per hours to beat the other player (likewise it protects the other player from being told “I move this unit” 12 times really fast and having it seen as a valid move). If you move your unit once and want to move him again without using an order combo (ie. Two completely separate and individual orders), you would move your unit once, but then find yourself in a race to say “I move that unit again” before the other player says “I fire on that unit”. This would put you at a disadvantage because you can only move your unit first if he is not being fired upon, and so the other player gets an unfair advantage for speaking at 100mp/h because he is hopped up on red bull.

Examples:

Example1: The squad leader orders a unit to jump out from cover, fire, and then return to cover on the other side of a gap/alleyway. This is 3 different actions, and so the combo can only be stopped if the unit fails to achieve all his orders. The unit jumps from cover, but is shot at by a unit in waiting. The order combo is cancelled, and the unit is stuck out in the open.


Example2: The unit jumps from cover and fires twice, hoping to kill the target quickly. The first two actions are different actions, and so the unit running out from cover and firing can only be interrupted by units in waiting. The next order through is a repeated action, since he is firing again, which the other player is free to interrupt. The opposing player waits until the unit fires off the first shot, at which point the targets have now realised what’s going on and react accordingly. The target player announces that his units are falling back to cover (movement). Since this is after the first shot and before the second shot, the movement before firing rule is in effect.


Example3: The unit tries to run into the pit the target is hiding in and get him into close combat. The player says he is moving three times. This is all one repeated action, so the player moves the character out of cover, but the target does nothing. He moves him again, and the target opens fire at a closer range. The unit gets ripped to shreds. Good job, genius.

Cancelling actions:

"Wait, so if I’m paying to move a unit three times, and the other player knows that because I just told him, that means he can tell ahead of time what I am going to do! That sucks! *slams door*"


To keep the other player on his toes, a player may cancel an order combo at any time. Keep in mind that they still must pay the AP cost of the whole original order (since the time it took for the squad leader to bark orders at them have already been spent). They must also spend AP for the cancel order to be sent through, as well as spending any extra AP that it may cost to get them out of the current situation (if the player wishes to).


Players spend 1 AP PER cancel order. This is important, because the whole squad who got that order is on the same frequency (whatever technology they do it through). So if the squad leader tells one unit to cancel the order, it cost one AP. If the squad leader decides to tell all 4 units who were part of that order combo to cancel the order, it costs 1AP. If the squad leader tells one unit, and then after that decides to tell the other three units, that’s 2AP. 1AP PER cancel order, regardless of how many people receive it.


This is the only way to fail an order combo without affecting every unit who is part of it (so if you can see one of your units is about to balls up the entire order combo, get on the radio and tell him to get the hell out of the way)


Using the example above: The unit tries to run into the pit the target is hiding in and get him into close combat. The player says he is moving three times (2x3, 6AP). This is all one repeated action, so the player moves the character out of cover, but the target says nothing. He goes to move him again, but realises the target is waiting for him to get close, and didn’t rush towards him in close combat like he was hoping. The player says he is cancelling the order (+1AP) and says he is moving the unit off to the right under some small cover. Movement comes before shooting if not already being shot at, and the other player never said he was shooting, so the unit runs safely to cover (an extra 2AP). The target now wishes he shot him when he had the chance. The other player now has his unit alive, but it cost him 9AP just to save him.


Example of how not to use combos

A unit is ordered to come out of cover, AND fire at a unit, AND run again, AND shoot at another unit over, AND run back into cover. Sure, this would be great if ALL the actions passed. In total this costs about 6 AP. Unfortunately for the unit, he ducks out of cover, and is shot at and hit at by a unit in waiting. That’s 8 AP for a 1 AP move. Plus the poor unit is in the open.

Example 2 - Multiple units

3 Protarians are ordered to run within shooting range, AND fire at the oncoming enemy. All 3 have to roll a Speed check, but 1 fails. The combo has not been completed and the units are stopped.

Waiting

Should the player choose to, units can go into waiting. This means that the unit can perform one action DURING the enemies order combo. It costs one AP for a unit to go into waiting, in which it is not allowed to perform ANY actions. If any actions are performed, the unit is hit in RC or charged, then the waiting maneuver is broken. The other player must be informed which units are going into waiting, but they are only told once. It is up to them to remember.


Face-off

In the case that both players want to do something at the same time, or there is an argument about who said an order first, it is called a face-off. Simply, some actions can be performed quicker than others, so some have the ability of preceding others.

Both players say what it is that they want to do (move, shoot, etc) and then refer to the chart below. Whoever is performing the action with a higher number gets to go first. Once players name the action they want to perform, they MUST carry it through if they win the face-off. Either player can pull out and let the other player perform their action, as long as it is BEFORE the players call their action.

If both players wish to do the same action (such as both shooting), precedence is given to the unit with the highest Speed stat. If they also have the same Speed stat, roll a d6. Whoever gets higher roll goes first. Note that movement only precedes other actions if that unit is not currently part of any other action. This means that if an opposing player declares they are going to open fire on your unit, you cannot immediately say 'ok they run to cover'. Of course, all the other units around the unit who is being fired on are free to run to cover though.


1. Movement – moving, running, charging etc. Unit cannot be involved in any other current action started by either player. This means that if the unit is currently being fired upon, the player can't suddenly say 'I move that unit' and expect to go first.

2. Ranged combat – shooting, grenades etc.

3. Close Combat – attacking, breaking off etc.

4. Psychic – 20 inch warp etc.

Movement types and costs

Units can move whenever they please, unless the opposing player is about to roll against those units. When moving, players have a choice of the following:

Normal Move

The model may move up to its Speed characteristic (Sp) in inches.

Cost AP -2

Running

Unless the unit is carrying an item or weapon that states otherwise, then the unit is capable of running. The unit is allowed to move double its Speed stat for 1 AP, but the units Body drops by 1 each time this is used. Units must pay 2 AP for difficult terrain. Running on Very Difficult Terrain costs 2 AP, but drops the units BOD straight to 1. At the start of each AP round, the unit receives +1 BOD back (it is a good idea to write this on a piece of paper and place it next to the model, just to keep track). This system essentially allows your units to run out of breath (and because they are so tired from running, its possible for them to be stuck out in the open if not planned well enough)

Normal terrain: Cost AP -2, Body attribute –1

Difficult terrain: Cost -3 AP, Body attribute -1

Very Difficult Terrain: -3 AP, Body attribute drops to 1


Note: The cost of running is NOT placed on top of the normal cost of walking, it replaces it. All additional costs of other modifiers (such as terrain) are still used though.

Rotating

Turning is free of charge. The model is free to rotate to face any direction as they please.


Rotating: AP-0


Compulsory Moves

Some movement may be caused by uncontrollable forces, such as that demanded by the effects of weapons. Any forced movement incurs no cost.

Cost AP-0


Declaring attacks

Declaring which of your models is attacking another unit is important. This is free but is still a necessary move before an attack can be performed. This basically stops the other player from calling any actions until the attack is carried out. (ie. Them suddenly now attacking you because you paused between words for 2 seconds). This applies to all attacks.

Cost AP-0


CC attacks - standard

Kry-Gothic does not require models to charge other units to perform close combat. Instead, units are free to attack any unit close enough to them providing the player has enough AP. The distance between units to attack another is that the bases of the models must be touching. In the first round of combat, the initiator of the close combat receives a +1 bonus to their CC characteristic. This attack costs 1AP to initiate.

Cost AP-1.


CC attacks - charging

A unit can charge another unit if he wishes. Models which are charging move at their normal movement distance PLUS their BOD stat. In the first round of combat, the charger receives a +2 bonus to their CC characteristic, but receives a body stat of -2 for the first attack the opponent has. This attack costs 1AP to initiate.

Cost AP-1.


Small Step

If a unit moves less than 1 inch, there is no AP cost. The next action must be some other type of action except a movement action. Also, small step must be performed before any other actions performed by that unit. The only action that is an exception to this is rotating, and can be performed before or after small step. Small step can only be done in normal and difficult terrain.

So what is to stop people moving around the map just under an inch at a time, firing, then repeating?

This is perfectly ok. The advantage is your troops are moving for no cost, the downside being they are barely moving. While the opposing player rushes to take up the good positions on the map, your units will still be crawling towards cover.

Terrain Types

The ship of Kry-Gothic has various terrains throughout it, some taking quite an effort to pass. To represent this, the list below can be used to figure out just how much effort it takes your units to pass certain terrain. Note that some models can ignore these costs, as their special abilities allow them to pass the terrain with extreme ease.


Easy terrain

0AP cost. Flat or light debris terrain, stairs, ramps.


Difficult Terrain

Additional 1 AP per movement. Steep hills and climbing ladders, shallow water, heavy debris under waist height.


Very difficult terrain

Additional 2 AP per movement. Near vertical hills, shoulder high debris, deep water.


Impossible Terrain

5000AP (in other words, impossible). Vertical walls, water over head height, debris over head height.


Chapter 4: Close Comabat

Close Combat basics

Close combat weapons will come with a series of statistics to describe how they perform. An example of this is a standard axe that most units have access too.


Weapon: Axe

Cost: 10

Stats: -1cc/+2str

Weapon effects: Armor piercing


Weapon Name

Pretty obvious, but this is the name of the weapon. Shocking huh?


Cost

This is the cost to equip your unit with this weapon. The cost is taken from the funds that each team has. All costs also go towards a final cost of your squad, which must remain under a cost cap that each squad must abide by (the final cost cap will be decided later on)


Weapon Statistics (Stats)

The stats shown are added or subtracted from your character when a cc/str (explained later on) roll is made. What this means in real game terms, is that the number before the / is how easy it is to wield the weapon. No one is going to be as nimble with an axe as with a knife. The number after the / is how much damage the weapon inflicts when smashed into someone. Unfortunately, unlike ranged weaponry, not all weapons reduce the effectiveness of amour. If the word armor piercing is with the weapon, then reduce amour as per normal. Note that these bonuses are only used if an attack which actually uses the weapon is chosen.

For example, a knife is +2cc/-1str to show it is quick but not strong, and the user has CC 4, Str 3. This means add 2 to the units CC stat, and subtract 1 from the units Strength. So the player has a very good chance of hitting the enemy with the knife, but the chances of doing any damage are very small.

Weapon effects

Multiple wounds: All dice that pass cause 1 wound each.

Wrap: Opponent cannot use parry. If for some reason they do, their weapon breaks automatically. Wrapping weapons cannot parry.

Lasso: If weapon causes any wounds, the victim falls over. 1AP must be spent to stand back up.

Steps for Close Combat

At first glance, the close combat system may seem over complicated, but don’t be daunted. The design has been specifically tailored to ensure that at least some sort of strategy is introduced to close combat, reducing the purely random dice rolling that many other systems use. Receiving a benefit from knowing how to attack your opponent rather than just praying for better dice rolls than your opponent is the aim here. Also, due to the small number of units on the playing field, it is the aim to make the individual fights of each unit more interesting and exciting.


1) Choose defense class

2) Choose an attack

3) Roll to hit

4) Choose defense type.

5) Roll to avoid the hit

6) Roll to wound


Step 1: Defender: Choose a defense class

The defender can either use a passive defense (which costs nothing) or use an active defense (which costs 1AP). The defender must say before the attack which type of defense is chosen. (Although the type of active defense does not have to be chosen yet).


Passive defense: The defender rolls to reduce the power of the hit. In other words you stand there and take the full brunt of the attack, hoping your amour and body soak up some of the damage. Good for big units being attacked by small units.


Active defense: The defender actively attempts to avoid the power of the hit, plus he gets extra bonuses depending on the type of active defense chosen. Good for small units being pounded by big units.

Step 2: Attacker: Choose an attack

The attacker chooses an attack type. A list of these can be printed for reference. Note that some units have their own special close combat attacks, such as biting, claws or backstab.


Attack types:

Use CC weapon: Use a weapon specifically taken for CC. Add stats according to weapon.

Leg sweep: opponent cannot use break off maneuver, and must spend 1 AP getting up.

Head butt: Opponent –1 Body.

Tackle: both combatants move Strength + passed to hit dice. If object is hit, enemy must make inches traveled wound saves, otherwise no wounds are caused.

Shove: +2 CC. Causes no wounds. Knocks the enemy back 1 inch for every “wound” roll passed (maximum attackers Strength)

Punch: +1 Strength

Kick: +1 CC stat.

Bunt: Using a ranged weapon as a club, you smack it into the enemy. Add str+2 to the attack. If attack hits, roll a d6. On a 6 the weapon breaks.

Point blank shot: Using your ranged weapon (if available), you shoot the opponent at point blank range. Roll combat as normal, but attacker must make 1 wound save for every to hit dice that misses.

Step 3: Attacker: Roll to hit

Roll to hit adding the modifiers from the attack type. When rolling, it is CCKStr. The target number is the opponents CC score. So if the player has CC 4 and Strength 3, he can roll 4 dice and keep up to 3 that pass the target number of the other players CC stat.

Step 4: Defender: Choose defense type

If active defense was chosen, pick one of the defense types below.

Parry: Add your close combat weapons stat before the K to your CC roll. Both the defending and attacking player must be using a close combat weapon.

Deflect: Using a ranged weapon to block, you get +2 to your CC. If hits are negated, roll a D6. On a 6 the weapon breaks.

Dodge: Add +2 to your speed stat for avoiding the hit.

Break off: If the attacker misses in their attempt to hit you, you can remove yourself from combat, moving your Sp stat away from them. The enemy is free to spend AP and charge you again if wanted.

Block: You can use your Str stat instead of Speed for blocking.

Counter attack: Roll to dodge as normal, but do not take any of the attackers dice away. If you get more successes than the attacker, you can attack once for free. If you fail, the attacker gets one attack for free.

Step 5: Defender: Roll to avoid hit

Add any bonuses from active defense (if chosen), then roll ccKspeed. The target number is the opponents CC. For each dice that passes, remove one dice of the attacker.


Example #1: Continuing the example above, the attacking player had 3 dice pass, but let's say the defending player chose to use passive defence instead. The defending player rolls the amount of dice equal to his CC stat (we will just assume his has CC 3), keeping the amount of dice equal to his speed stat (which, for the sake of the example, is 4). He rolls a 4, 3 and a 5. His target number was the opposing players CC stat, which was 5 (since he chose to kick). One dice passed target 5, and so he removes 1 dice from the attacking player, reducing it from 3 to 2.

Example #2: In this example, the defending player choses to use an active defence, and knows that while his speed is good, his CC is going to act as a bottle neck for good rolls. He chooses the defence 'deflect', adding +2CC. He rolls 5 dice, and gets 6, 4, 1, 5, 3. He can keep 4 dice, and can keep the ones which passed the target number of 5 (his opponents CC stat). He removes 2 dice from the attackers pool, leaving him with 1. Also because he chose 'deflect' and he succeded in removing two dice from the attacker, he must make a roll of 4 (base 2+2) to see if the weapon breaks. He rolls a 4 and is ok. All in all, not bad, but it could still hurt.

Step 6: Attacker: Roll to wound

The attacker rolls the amount of dice that passed the to hit roll, with the target being the victims Body + Save, minus any weapon modifiers which have armour pericing. The number of dice that pass the target number is how many wounds you have caused.

Example: The attacker had one dice make it through, and rolls it against a target of 6 (defender has body 2, and a flack jacket that confers +4 to his body stat). He rolls a 6 and strikes the target for 1 wound.


Multiple wounds If more than 1 dice passes the wounding phase, 2 things can happen. for each dice that passes, the attacker can spend AP to make the extra wounds count. The costs are 2 AP for the second wound, 3 AP for the third and so on.

Multiple combatants

Combat is fought like normal, but each attack costs an individual AP. In other words, having 4 units attack one enemy is not 1 single AP to attack, but a cost of 4AP. Make sure to declare who is attacking who.


Breaking off close combat

If players wish to remove themselves from combat, there are a few things they can do. If being attacked, they can use the defensive maneuver Break off. If one player wants to break off, and the other player lets him, this is an automatic pass, even though it still costs the fleeing unit 1AP.

If one player wants to break off in between close combat rounds, no roll is made. They just turn and run. The risk of this is that the other player can still spend an AP and catch you again and draw you back into combat, or worse yet, shoot you in the back.

Critical passes and fails

When fighting, it sometimes happens that you shoot yourself in the foot, or somehow kill the enemy by tapping him in the chest. These are critical passes and fails.


If at any point you roll all 1’s for you’re to hit roll, all damage is done to your own unit.


If a score of 18 is received by rolling 6’s, double damage is done to the enemy unit. (In the case of multiple combatants, you still only choose one enemy model if a critical pass is made.



Chapter 5: Ranged Combat

Ranged Combat basics

The ranged combat in Kry-Gothic is quite deadly. Most human like models can only be shot once or twice before hitting the ground, and the rules are structured so that when a player shoots a model with a selected gun at a planned distance, they will die. This means it is very important to keep your units under cover, and only expose them to the enemy for a short as time as possible. Units who are shot at out in the open usually do not survive. Play smart, use cover, and don't get shot.


Effects of explosive weapons.

Fighting in a closed environment with large explosive weapons isn’t always the best idea. Since the ship is starting to fall to pieces in many places due to all the conflict and the renegades, taking these weapons may actually turn out to be a disadvantage for the very team that took them. Some locations which can be won by players will come with the tag (W), which states the area is weak. This means that the area has a low hanging roof, and/or has weak floors. When a heavy weapon is fired in these areas, the following rules are used:


Place a “Damaged structure” template on the area that the heavy weapon hit. Because the template has not been created yet, it can be assumed that the size is equal to double the size of the bases your models use. If any unit stands in that spot, they must play the event ‘Damaged structure’. This simulates holes left in the floor, or falling objects caused by the explosion of the weapon.


Damaged structure: Any time a unit moves or is pushed onto the damaged floor marker, roll a d6. On a 4+, the floor gives way, and the unit becomes stuck until D6/2 rounded down (so a roll of 6 becomes 3, a roll of 5 becomes 2) AP’s are spent on that unit to remove him from the hole. If a 6 is rolled to check for the floor, roll the dice again. If a SECOND 6 is rolled, the whole section gives way, and the unit falls to its death. (If a second 6 is not rolled, apply the normal effects above).

Ranged Weapons

Ranged weapons will come with a series of stastics to describe how the perform. An example of this is a standard rifle that most units have access too.


Weapon Name - Pistol

Cost - 20

Stats - 3K2S1

SR - 2 inches or under

MR - See definition

LR - 6 inches or over


Weapon Name

The weapon name. Duh.


Cost

This is the cost to equip your unit with this weapon. The cost is taken from the funds that each team has. All costs also go towards a final cost of your squad, which must remain under a cost cap that each squad must abide by (the final cost cap will be decided later on)


Weapon Statistics (Stats)

The statistics of the weapons contain 3 values, one before the K, one after the K, and one after the S.

The K value:

What this means in real game terms, is that the number before the K is how high of a chance you have of hitting someone with that weapon; its aiming capability. The higher the number to the left of the K, the further and easier it can shoot.


The number after the K is how much damage one of those bullets will inflict if it were to hit. This means that a Autocannon which is 6K2 is going to be spraying bullets everywhere, but isn’t likely to topple mountains when it hits something. A hand flamer on the other hand, which is 1k5, shoots out a small jet of flame which is a pain to aim with, but if it hits someone they will not be left standing. How these apply to combat situations is explained in more detail later on. As a rough guide, most single shot weapons will have xK1 since they are single shot, semi-automatic weapons will have xK2, and fully automatic weapons will have xK3. Some weapons such as flame weapons or explosive weapons may have as much as xK5.

The S value:

This is the raw strength and piercing power the weapon contains, which is used for determining the strength of the weapon when it hits armour or hard surfaces. This varies for flame weapons to rifles to sniper rifles, each having their own amount of strike power when they hit the target. The weapon strength reduces the targets body score when rolling for wounds.

SR (Short Range)

Any shots fired at the specified distance are considerd point blank shots, making it very hard for the unit firing to miss the shot. As such, the unit receives a +2RC bonus to represent this.


MR (Medium Range)

The medium range of the weapon is not actually included on the weapons statistics. It is assumed that anywhere between the guns short range and long range is classed as medium range (ie. normal shooting distance)


LR (Long Range)

Any shots fired at the specified distance are considered Long Range shots. These shots are the going outside the guns normal shooting distance, and it takes a lot more skill to hit an object. As such, all shots that are made from this distance confer a -1Kx penalty (so taking the 3K1 value, -1 from the number to the left of the K, leaving 2K1) AND increase the target number to hit by 1, PER inch over the long range value. This in order to represent the difficulty of the shot, and also specifies the maximum range that weapons can shoot at. If the distance is so great that the penalties drop the weapons statistics to 0 or below, it is too far for the weapon to shoot.


So the pistol has a long range of 6', so firing at this distance requires the unit to -1Kx from the weapon stats (resulting in a 2K1 weapon stat), and increase the target number to hit by 1. If the unit wants to fire 9', they take a -4Kx penalty, and a +4 to hit the target. The latter is not important in this case, as the -4Kx penalty drops the weapons stats to -1K1, too far for the pistol to reach.

Steps for Ranged Combat

The steps

1) Choose a target

2) Choose attack type

3) Roll to hit

3) Roll to wound


Choose a target

Most models may fire within a 90' arc to their front, and must have a clear view of the target they wish to shoot at.

No distance measuring is performed before the shot is taken. After the shot has been called, distance is then measured and compared against the weapon.

Important strategy on choosing a target: Model direction

When choosing a target, keep in mind that the direction the target model is facing is very important. If the attacking model is not within a 90' arc view of the target model (ie. the attacker cannot be seen), the attacking model can increase the strength of their weapon by two points. This is very important for the ranged combat of Kry-Gothic, as it introduces the advantage and requirement of flanking your enemy. In many other table top games, ranged combat units rush at each other and just open fire, hoping for better dice rolls. In some cases the enemies armour bonus may be completely negated by firing at their blind side (in which case it will say in the armours description). For example, flack jackets offer good protection with no speed penalty, but if that unit is shot in the back, the flack jacket can do nothing to protect the wearer.

In Kry-gothic, one very effective strategy to take advantage of this bonus is to draw the fire of the victim unit. The way it works is the attacking player sends two units to attack a single victim. Let’s just also assume for arguments sake that the victim has high amour, so both attacking units fire at the victim, but the amour just deflects them. Instead of this, one unit comes up the front or side, and forces the opposing player to face that model and return fire. When they face that model, the attacking player brings the second model up behind the flank of the victim model and opens fire on their blind side. If the victim then attempts to face that model to negate the flank, the original model which drew the fire of the unit moves up to the victims flank as well. Both units are now negating much of the effect of the victims armour, and have a much greater chance of taking them down. This is a strategy employed by the real world military, and is very effective in Kry-Gothic.

Choose Attack Type

Nearly all the weapons in Kry-Gothic have 4 types of attacks; Snap Shot, Standard Shot, Aimed Shot and Suppressive Fire.

Snap Shot: -2 to RC Stat, but two attacks for base AP cost can be performed


Standard Shot: No additional charge


Aimed Shot: +2 to RC stat, but the player must spend 2 extra AP.


Suppressive fire: See below


Suppressive fire

Units may choose to use suppressive fire on a target instead of the fire modes above. Units using suppressive fire gain a greater chance to pin the unit, reducing their ability to move and return fire, but the ability of doing any damage is nearly entirely removed.

Suppressive fire is usually only used by units who do not want the risk of the target returning fire which could wound them. Essentially, instead of taking an attempt to kill the enemy that could fail, the unit stalls the enemy with suppressive fire that has a higher chance of passing.

When using suppressive fire, the attacking unit can increase their RC attribute by 2 points. Follow through with ranged combat rules as normal, attempting to hit the target, but do NOT roll to wound. The only time you are allowed to roll to wound is if you get a critical hit. The reason the unit does not roll to wound is because the aim of the suppressive fire is not to hit the unit perse, but to spray fire in their general direction, forcing them to take cover. If the unit is hit, follow the pinning rules as if they have been struck by normal fire.

Suppressive fire requires a special weapon to be equipped (automatic fire weapons, sniper rifles). All weapons that are capable of this mode will have a note attached to them explaining they are capable of suppressive fire.

Roll to hit

Roll the amount of dice as in your RC skill, keeping a maximum number of dice that pass the to-hit roll as per the number to the left of the K in your weapons stats. So a weapon with 3K2S1 will only allow a maximum of three dice to pass the to-hit roll, regardless of how many actually passed (so if the player rolls a whole bunch of sixes, they can only keep 3). All To hit rolls start at 5, increasing for each situation modifier below:

  • The targets body is at least half hidden by cover - +2 to-hit
  • The target has a speed attribute of over 5 - +1 to-hit
  • The scenario being played is in the dark - +2 to-hit
  • The target is sprinting - +1 to-hit


Example #1: Using a pistol to hit an enemy (base target of 5). The weapon has a rating of 3K2S1, and the model has an RC rating of 3. This means that the player rolls 3 dice as per his RC attribute, needing a 5 to hit the target. The player rolls 4, 2 and 6. The player can keep the amount of dice as per the number of the keep dice to the left of the K, which is a 3. Because the player only rolled one 6 though, one dice passes. The bullet has dug its way into the armour, after which the player will find out if it caused any wounds.


Example #2: A squad leader has an RC attribute of 5, and is using the same 3K2S1 weapon, needing a 5 to hit. He rolls 5 dice as per his RC attribute, and gets 6, 8, 1, 5, 6. Hell of a shot. The player has had 4 dice pass the to-hit roll, but the weapon is 3K2S1, meaning he can only keep three of the dice. The squad leader might be a great shot, but the weapon he is using is only so effective.


Example #3: The pistol is -1Kx and +1 to the target number when shooting 6' or over (ie. long range shot), and the player want's to shoot 7 inches. So the gun drops to 1K2S1 (-2Kx), and the target number is raised to 7 (to 5+2=7). The unit has an RC of 3, needing a 7 to hit (remember to hit 7 you need to roll a 6 and then a 3). Somehow he gets 8, 7 and 8! He shoots perfectly and the bullet sails towards the target. The weapon only has 1 keep dice (1K2S1), so despite being a perfect shot, only one dice passes the to-hit roll. Maybe switching to a longer range weapon would have been smart.

Roll to wound

Roll the amount of dice that passed the To-Hit roll, with the target being the targets body attribute+armour bonuses-Number after the K. For each dice that pass, you cause one wound each to a maximum of the number after the S value in the weapons stats. So if the player has a S2 weapon he can cause up to 2 wounds.

Example#1: In the last example, one of the To-Hit dice passed. The To-Wound target is the targets body (3) + armour (3) - the number after the K (3K2S1, so 2). This gives as a target of 4 (3+3-2=4). The player rolls the one dice and gets a 3. Better luck next time.

Example#2: In example 2, the squad leader had 3 to hit dice pass. The target is again 4. The player rolls 3 dice and gets a 4, 5 and 2. 2 dice pass, but the S value is capped at 1 (single shot weapon), and the player causes 1 wound.

Chapter 6: Psychology

Pinning

Since intimidation and nerves are a big part of battle, some units may freak out if they have fire coming in from every angle. When this happens, they may be unable to move and become pinned. When a unit is shot at, they must take a test to avoid being pinned. The more units they are shot at by, the higher chance they have of being pinned.

To test if a unit is pinned, first take note if they have been hit from the incoming fire (NOTE: The unit only has to be hit, not wounded):


Unit was hit by a ranged attack: Take the units WILL stat, and roll against target 5. Increase the target number by 1 for every unit over the first that is also firing (so two units firing give a target number of 6 instead of 5). If the unit fails the roll, the unit is pinned and cannot move except for opposite direction they are being fired on. Any time the unit fires, they must increase their target number to hit by 1.

Unit was shot at, but not hit: If a unit is shot by 2 or more different units in a row (the opponent does not have to use an AP combo, but the very next action anyone performs should be another unit shooting at the same target the first did), but is not hit, make a WILL roll against target 3. If the unit fails the roll, it becomes pinned. The unit cannot move, but it can still fire as normal.


Note that Squad leaders can never be pinned.


To get the unit unpinned, you can spend a single AP to re-roll the WILL roll in an attempt to get the unit on its feet. This can be repeated as many times as the player wishes (ie. The player can spend all 12 of their AP trying to get a single unit back on its feet if they wish)


What happens if the unit is being fired on from so many directions, there is no opposite way to retreat?

Then that unit is well and truly boned. The best advice is while that many units are focused on shooting your poor unit, flank them and get the advantage.


Example #1: A unit is trying to run for cover when it is shot at by two elite units from the other team. The unit is struck by incoming fire, but is not wounded, so a test must be made to see if the unit panics and starts to freak out. A WILL roll of 4 dice (4 is the units WILL attribut) is made at target 5.


Example #2: A unit is trying to run for cover when he is shot at by 4 units from the other team. The unit running has very low willpower, with a score of only 2. Although the enemy misses the shot, a test must be made to see if the target unit panics. A WILL roll is made at target 3+2 (base 3 for the second unit firing, +1 for the third unit firing, +1 for the fourth unit firing), so the target number is 5.

Fear

Some units such as wraiths cause fear. This is a very formidable ally on the field. When a unit with fear is being attacked in close combat, the unit attacking must make a Willpower roll. If the unit fails, they are suddenly panicked and lose their nerves. Any time a unit moves in to attack a fear causing unit in close combat (either through normal movement or the movement type ‘charge’), a willpower roll must be made against 6. If the unit fails, they freeze 2 inches out from the model (If the unit was closer than 2 inches when they declared the charge, leave the unit where it is).


In the case that a fear causing model attacks another model in close combat, the victim unit must roll a willpower roll against a target of 6. If they fail, halve their CC attribute for the first attack the fear causing unit performs. Only if one of the units disengages the close combat, and is attacked again by a fear causing unit, then this bonus is applied again.

Remember:

If attacking a fear causing model in close combat: Willpower roll against 6. If unit fails, it stops 2 inches out from model


If attacked in close combat by a fear causing model: Willpower roll against 6. If unit fails, halve his CC stat for first round.


Pure horror

Very few units cause pure horror. Any time a pure horror unit is attacked or attacks another unit in close combat, halve the non-horror causing units WILL attribute (rounded down), and roll against a target number of 6. If the unit fails, they go into fear shock. They begin shooting at everything, screaming, running around madly. Units are effected by the same effects as fear causing units as above, with the following addition (The following effect is only applied to those who have a willpower attribute of 2 or less)


The unit that failed the WILL test must roll a single D6. On a 6, the unit moves 4 inches in a random direction chosen by the opposing player. No AP cost for moving these 4 inches is charged.


Tactics guide

One of the main goals of Kry-Gothic is to let the player with the better tactics win, rather than the guy with the lucky dice rolls. As part of this, many real world tactics can be used in Kry-Gothic, some of which are detailed below.


Flanking

Remember that the direction the target model is facing is very important. If the attacking model is not within a 90' arc view of the target model (ie. the attacker cannot be seen), the attacking model can increase the strength of their weapon by two points. This is very important for the ranged combat of Kry-Gothic, as it introduces the advantage and requirement of flanking your enemy. In many other table top games, ranged combat units rush at each other and just open fire, hoping for better dice rolls.

In most cases, the enemies armour bonus may be completely negated by firing at their blind side (in which case it will say in the armours description). For example, flack jackets offer good protection with no speed penalty, but if that unit is shot in the back, the flack jacket can do nothing to protect the wearer.

Flanking Advanced – Suppressive fire

Sometimes you will find that the enemy is holed up under cover, watching open areas that your units need to cross. Due to the armour and cover the enemy has, simply attacking them may not be possible. In this case, two units will be used to outflank the unit and take him down.


Step 1: Move up

Bring two units up the edge of cover where the enemy can be seen around the corner. Look for some other cover that is near the enemy unit where one of your units can run too.


Step2: Suppressive fire

Order one of your units to lay down suppressive fire on the enemy unit. The key here is to bait the enemy into firing at the unit who is using suppressive fire. As soon as the other player declares they are firing at that unit, move to step 3 below. In the case the other player does not fall for the trap and does not return fire, the player has two options. They can either open fire with the second unit trying to wound the enemy under cover, switching to suppressive fire as soon the enemy returns fire (and if the enemy never does return fire, then just shoot away), or they can attempt to flush the unit from cover.


Step3: The unit has been baited

At this point the enemy has opened fire on your unit who is using suppressive fire. Your unit will remain fairly safe from the incoming fire, since the enemy has penalties to hit them from the cover your unit is in, plus another penalty because they are under suppressive fire. As soon as the enemy attempts to shoot your unit, declare that your second unit is running to cover (the cover which looks at the blind side of the enemy).

The key here is that both players want to perform an action at the same time, since you want to move a unit, and the enemy wants to open fire on your other unit. Remembering the rules for this, movement is done before ranged attacks. This means that the unit can move its speed attribute in inches before any ranged attacks are performed, but he is only allowed to do this because he is not part of any other action (movement only takes precedence over other actions if the unit is not part of any other action, such as firing of being fired upon). If the unit does not make it to cover, and the enemy opens fire on that unit, the advantage of movement being performed before other actions is lost.


Step4: Kill

By keeping the enemy unit pinned while you can bring your second around behind the enemy, you can then open fire on their blind side.


Advancing flanking further

To further advance this tactic, there may be situations where running to cover to take shoot on the blind side of the unit requires that the unit take cover several times as they work their way around behind the enemy. In this case, it is a good idea to use the leap frog technique, where one unit is used to suppress the enemy while the second unit runs for cover, and then the second unit lays down suppressive fire for the first unit to run to meet them in cover. This is akin to the ‘Cover me!’ tactic seen in most movies.



The Teams

Below are some of the teams available in Kry-Gothic. This will grow over time.

-The Brotherhood of Man-

This race originates from a nearly destroyed planet named Earth. Their resources have nearly dried up; pollution threatens to destroy all signs of life, and anarchy and crime envelope the globe. In a desperate attempt to leave this hellish planet behind them, Humans have tried to capture the unknown ship as a way of travelling to a new world. Due to the decline in the planet, their space program has suffered greatly. This means that their space travel is still in its infancy, and only small squads of Human can be deployed in this ship at a time.


Humans are currently operating under the following factions:


The Earth Confederate

A combined resource of special forces from around the globe, the EC has become a military in itself, forming with the goal of capturing and returning the ship to Earth. Trained in deadly combat through the use an abundance of weaponry with the aid of light armour, EC soldiers are very effective units once on the ship. As opposed to local forces who are trained to take down people while adhering to the law, EC soldiers are trained day after day how to kill while staying alive, plain and simple.


Pro: Humans have spent a lot of their time creating weapons of war. Because of this, EC soldiers get access to a very large amount of gear.

Con: Only small amounts of EC soldiers can be deployed at one time. When restocking your squad, there is a limit to how many are available at once.


The Renegades

The Renegades also hail from the planet Earth, but do not see the ship as their saving grace though, as they have reason to believe that as soon as the ship is given coordinates for Earth, it will destroy that too. They have even named the ship “The Devil” and their savoir ship (which they believe should arrive any time to save them all) as “The savoir”. They treat both ships as if they were gods, even going to such lengths as sacrificing people to show the “savoir ship” they are worthy. There only aim is to destroy the ship, and they will stop at nothing to do this.


Pro – Although the renegades are not as well organized as EC soldiers, they are extremely good at salvaging parts for what they need (in fact, even the drop ships they use to travel to the ship are stolen from the EC soldiers)

Con- As mentioned they are not as well organized on the field, but they also do not have access to the same amount of weapons as some other races.


-Indigenous Races-

Inside the ship lives many various races, obviously intent on capturing the ship, and destroying any forces which attempt to take it for themselves. Unlike other races who have travelled from their home worlds, these races live inside the ship itself.


The Slaves

A small planet in the far reaches of the galaxy bore a name that was synonymous with peace and assistance to anyone who needed it. The planet was an important ally to everyone who crossed their path, being protected by even the most savage races in the galaxy. All this changed when the ship passed over head. In a mass slaughter of the planet, those remaining were taken as slaves and put to work inside the ship. Now the name of the planet has been forgotten, and the race that lived there a simple kids tale. Over the hundreds of years the race has been forced to work as slaves, they have become a bloodthirsty, insane race, living only for revenge. When they finally broke from their prisons, they swore revenge at whoever was in the ship, regardless of race. Unfortunately in their blind rage, they have declared war on every species in this ship.


Pro – Being a race being driven by such a blind rage, the slaves are extremely hard to shake psychologically. They are rarely effected by willpower rolls, and in some cases, their pure blood lust has been known to rattle other troops on the field.

Con – Being locked up in the ship for such an extent of time, their weapons are quite archaic.

The Possessed

An insidious race, there existence on the ship seems to always have existed as long as the first Human drop ship was deployed. The Humans have referred to them often as “ghosts” and “spectres”, which are originated from their own child like myths. Some have gone as far as to call them demons.


Pro – The Possessed are a very scary, almost demonic, race. As such, many of their units cause fear and can easily rattle opposing forces. Also, many wraith units are not impeded by any terrain difficulties, as they are able to simply crawl along walls and roofs.

Con – Nearly all of their units rely on close combat.


-Alien races-

These races come from planets unknown, driven with the goal of capturing the ship.



Heracletians

However much the culture and phsiology of species varies, most of them are alike their desire for self-preservation. Individuals may terminate their own lives, but the species as a whole acts to protect its existance. The Heracletians believe otherwise. Their overidding commitment is to create as much change and flux in the universe as possible, and are not particularily attached to the continuation of their individual or collective lives. They believe alteration is a value in itself, and have been known to cheerfully change their own biospheres into radioactive wastelands in order to cause a shift. The main thing preventing the Heracletians from eradicating themselves is the fact that this would leave the buisness of change for a too-static universe and various non-dynamic other species.

The name Heracletians is the classification given them by humans, after the ancient Greek philosopher Heraclitus. The Heracletians have no single name for themselves, rather their species is identified in different ways by different factions. Over time the names given to their species alter significantly, and the Heracletians view maintance of a single enduring name as a sign of scandelous decadence. Similar views are in effect for identification of individuals, places and technologies, which makes classification of Heracletian institutions and processes difficult at best.

The innate cultural urge for change and experimentation has prompted sharp technological growth, with the Heraclitians moving from Iron Age technology to controlled fusion in a twentieth the time it took humanity. When the Heracletians came into contact with the Jasli Pluarity they were centuries behind in technology and had negligible resources, within ten years they had developed ships capable of surpassing the Jasli's finest. During a recent clash in the Muorat System a small group of Heracletians came aboard the Kry-Gothic, they immediately began implementing their process of adaption and flux.

The politics of the Heracletians tend to be complex. A group of a hundred will usually have at least thirty factions, agendas or angles, with disagreements over the appropriate change to make creating a system of shifting alliances, disputes and often open civil war. In such a climate, the greatest unifying factor is given by the occasional charismatic figure, who can describe a vision of ambitious and stupendous alteration that will inspire all in the vicinity to join together to accomplish it. To be sucessfull, such a venture must be signifanctly different from everything that has been done or attempted before.

The Heracletians view most other species with disgust, seeing them as entrentched in a stagnant pattern that selfishly attempts to prevent change for the continuation of their petty interests and exhistance. Additionally, they recognize the potential danger other species pose in their potential to annihilate the Heracletians and smoother change. Consequently, their running policy on aliens is to annihilate them on sight, or mutate them into more interesting and dynamic forms.

Pro Very adaptive, excellent technology, tremendous potential for variation and self-improvement.

Con Internal division and infighting is common, they can be distracted and diverted, their obsession with change can undermine their focus, and they can initiate unnecessary and unadvantageous changes. juyuhiyhf6ruy6uo7kuyoyuy5uyruy7klkp0-kiiyy879o-=uiu089)*%&%$*$*&(*&LDTRy3r;yrwyko5jghl

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