Porty1119
11-09-2010, 04:18 PM
I've been working on this on-off for the past few months. The general concept is that an asteroid hits the Earth around 2012, and the scale of the impact bends spacetime into different 'timezones', each set in a different time period, such as 1980s Afghanistan, WWII Russia, and 1860s USA. Lots of battles, lots of crazy stuff a la the EU supporting the CSA, and M1A3 Abrams tanks at the Alamo.
Paradox- Rules
Getting Started
You will need:
-A playing surface (optimally 4'x6' but most tables will work)
-Miniatures for each side
-Normal 6-sided dice, around 20 (found at local game stores and in some board games)
-A ruler or tape measure
-A friend to play against (or an enemy, if you want to settle an argument with toy soldiers)
If you have these, you're ready to play! First, each player should roll a dice (commonly abbreviated as a D6.) The player who rolls a higher result has the first turn. They also place their models on the board first. This does not, however, give the benefits expected, as the oppponent can place their models in a position to react to the enemy.
FORCE COMPOSITION
In real-life battles, rarely is a force seen comprised entirely of tanks or attack helicopters. All army lists have a composition requirement, typically of a command unit and two or more platoons or equivalent. Each unit also has a points cost, reflecting its combat prowess. If you want any of the available upgrades for a unit, you must pay the points cost.
Games of Paradox are typically played with a points limit of anywhere from 75 to 300. Agree on a points limit with your opponent, and select a force that complies with both the composition limits for your army and the game's set points limit.
Now, we'll cover the turn sequence. Units in Paradox can do many different things, each are completed in a separate stage of each turn. Note that the player that won the initial roll-off takes his/her entire turn sequence before letting the opponent do the same. The players then alternate until six turns have been played or there is no longer enough time to play.
1.Movement stage
2.Shooting stage
3.Action Phase
4.End Phase
MOVING
The Movement stage is where most battles are won, through simply maneuvering into optimal position. Unless they have a special equipment item that states otherwise, all infantry may move up to 9 inches. Simply use a tape measure or ruler to measure out the desired distance, and move your models into position.
Limitations to Movement
Obviously, infantry are not able to move through walls and buildings. These are classified as Solid Terrain, and may not be moved through. Models must instead move around the obstacle, often costing precious time.
Other features, such as rivers and concrete barricades, are classed as Rough Terrain. Ground units moving through Rough Terrain count the distance moved through the terrain as double the actual distance. There is also a chance that ground vehicles moving through Rough Terrain may become stuck. Every time a vehicle moves through this terrain, roll a dice. On a roll of 1, the vehicle is stuck and may not move again unless it is removed by a recovery vehicle or similar unit.
The third and final type of terrain is Hazardous Terrain. This may be a wrecked vehicle,burning building, or anything that could cause units direct physical harm. Hazardous Terrain is counted as Rough Terrain for movement purposes, and every infantry model moving through must roll a dice. On a 1, the infantry are killed or injured, and the model is removed.
Movement limitations are not always related to terrain. In order not to be isolated and destroyed, models must stay with their unit. Infantry models must stay within 2" of each other, and vehicles must stay within 6" of the rest of their unit. A unit is defined as the model or models listed on the unit's Composition. For example:
Composition: 6 US troops with XM8 rifles and Body Armor, mounted in an M1126 Stryker ICV
This is the unit composition for a US Stryker Cavalry squad. The squad is composed of 6 soldiers and their Stryker transport. The infantry have to stay within 2" of each other, and the Stryker, being a vehicle, only needs to stay within 6" of the others.
SHOOTING
The Shooting stage is arguably the most fun and entertaining
part of Paradox. Machine guns blaze away at targets, artillery pounds enemy positions, and massed ranks of infantry engage in duels of attrition.
To shoot, first select an enemy unit within weapons range and can have a line of sight drawn from it to the firing model(s). If the unit cannot be seen, it cannot be fired at. If not all models in a unit can 'see' the target, they may not fire. Likewise, if the entire enemy unit cannot be seen, only the models that can be seen can be damaged.
Next, look at a unit's equipment list and find its weapons. Then, find the appropriate weapons on the faction's Armory sheet. Weapons have the following profile:
Weapon Rng FP Dm Type Special
PAPOP 24 4+ 1 Small-arms 1 Carbine
M2 .50 18 2+ 1 Light 3 Mounted
The above table gives the in-game characteristics of both the European PAPOP compact assault rifle, and the American-built M2 .50 caliber heavy machine gun. The weapon characteristics are used as follows:
Weapon: The weapon's name
Rng: Range, measured in inches.
FP: Firepower, the dice result required to inflict damage
Dm: Damage, how much damage is done if a Firepower roll is passed.
Type: This shows the general size class of the weapon, as well as how many times it can fire.
Special: Reflects different qualities of a weapon, such as armor-piercing munitions.
Next, check the firing model(s)' skill. This is listed as Untrained, Rookie, Trained, Skilled, or Veteran. Skill reflects how accurately a unit can shoot, taking into account various targeting systems as well as simple training and skill. Roll a number of dice equal to the rate of fire of the weapon used, and use the following chart:
Skill To Hit
Untrained 6+
Rookie 5+
Trained 4+
Skilled 3+
Veteran 2+
If a dice is equal to or higher than the required number to hit, set it aside as a hit. Next, one dice for each Damage based on weapon Type and its relationship to the target's armor. Each dice that passes the modified value (see chart below) inflicts one point of damage on the target. Different weapon sizes use modifiers to their Firepower (FP) based on the target's armor level. If a weapon's effect on an armor level is not listed, it may not damage that armor level. If the value 'FP' is given, use the weapon's base Firepower against that armor level. Modifiers are added or subtracted from the dice roll(s) made to damage.
Weapon Type/size Notes
Small-arms FP vs Thin/troops
Light +1 vs Thin/troops,FP vs Light
Heavy +1 vs Light,+2 vs Thin/troops,FP vs
Heavy,-1 vs Very Hvy
Very Heavy +3 vs Thin/troops,+2 vs Light,+1 vs
Heavy,FP vs Very Hvy
Every time a damage roll is passed based on these modifiers, remove either one model (for infantry) or one damage cfrom the target (for vehicles). When attacking infantry, the weapon may only attack up to as many as it can see.
Shooting Sequence Summary
1. Reference firer's weapons and skill.
2. Roll to hit.
3. Roll to damage then apply any modifiers.
4. Repeat until all the unit's useable weapons have fired.
Weapon Special Properties
Anti-Air-This weapon is fitted with advanced guidance systems allowing it to track fast-moving aircraft, or ot is simply mounted on a high-speed turret ring. It ignores negative modifiers for shooting at Air and VTOL units.
AA only- Same as Anti-Air, but may only fire at Air and VTOL units.
Anti-Tank- Anti-tank weapons are typically heavy guided missiles (ATGMs) that are adapted to fire at tanks and tanks alone. They may not fire at infantry.
Anti-Personnel- These weapons are specially designed to attack infantry. They only make a single Firepower roll, on a success, inflict a number of casualties equal to their Damage rating on Squad infantry, and twice that number to Ranked infantry.
Carbine: Carbines are assault rifles adapted for close quarters with features such as a shortened barrel and stock. To reflect this extra utility, carbines may be fired by a unit in the turn in which it exits a transport vehicle.
Sniper: Sniper rifles are nearly universally equipped with a scope and more precisely machined than their assault counterparts. Sniper weapons remove infantry figures on a 2+ instead of their FP value.
Rocket Pod: Rocket pods are fairly common weapons fitted to helicopters and fixed-wing attack aircraft. They provide excellent salvo firepower, but can only carry a small quantity of rockets. These weapons roll 2D6 and pick the lowest result as the number of shots fired. If both dice roll the same number, then the pod has run out of ammunition and may not fire for the rest of the game.
Cover
Battles are almost never fought on flat, treeless plains. For games of Paradox, it is advised to place terrain on the gaming surface to add realism and give your troops somewhere to hide. Troops or vehicles obscured by cover incur a -1 to-hit modifier on enemies firing at them. To determine if a unit is obscured, use a laser pointer or equivalent, and point it from the firing model to the enemy. If more than half the enemy model is in cover, it receives standard cover benefits.
Destroying Cover
Cover is not all-protecting, and can be destroyed. To determine a cover feature's resiliency, refer to the below table:
Cover Feature: Armor HP (all-round)
Hedgerow Light 2
Low Wall (2" long) Light 3
High Wall (2" long) Light 4
Shed Light 3
Small Building Very Hvy 6
Medium Building Very Hvy 8
Large Building Very Hvy 10
Fuel Tank Light 4
Wrecked Car/Truck Light 2
Wrecked VTOL/Plane Light 3
Wrecked Tank Heavy 6
ACTIONS
The Action stage is perhaps the most interesting part of a turn. It includes close combat, setting minefields, issuing orders, and basically anything else that doesn't involve moving or shooting.
First, close combat attacks may be carried out. Units may move 3 inches into base or hull (for vehicles) contact with an enemy unit. For each surviving infantryman or starting HP of a vehicle, one close combat attack may be made. This is a single, automatically hitting attack with a Firepower of 4+.
Note that VTOL/ Helicopter and Air units may not make these attacks, as they are flying and would almost certainly crash if attempting such a maneuver. Vehicles use the chart below:
Vehicle Armor Level Firepower (close combat)
Thin 5+
Light 4+
Heavy 3+
Very Hvy 2+
Close combat attacks are resolved as normal attacks for all unit types.
Issuing Orders
Any unit with the its unit type listed as Command or High Command may issue Special Orders. High Command units have a command range of 24" and may issue two Special Orders each turn, while Command Units have a command range of 12" and may issue a single Special Order each turn.
To issue a special order, the issuing unit must declare which friendly unit is the target of the order and then pass a Skill check, effectively making a single to-hit roll. If this is a failure/miss, then the issuing unit may attempt to issue another order if it has not yet used its second order (for High Command units only). If the roll is a pass/hit, then choose one of the following Special Orders. These only apply for the player's next turn, or the opponent's next turn for Orders that give bonuses against shooting. They wear off after this turn.
Special Orders
-Rapid Fire!!!! The commander directs his men to fire their weapons as fast as possible to wipe out an enemy. This order allows all Small-arms weapons in a unit to fire one more shot than listed on their profile.
-Get Down!!! Anticipating a barrage, the commander orders his men to seek out the best defensive positions. Any units firing at the ordered unit do so at -1 to their skill. This may be combined with the usual cover bonuses for a cumulative bonus. However, the unit may not move or fire during its next turn, as it is busy recovering from the shock of the enemy attack.
-Double Time!!!! (issued to infantry only) The commander seizes
the opportunity to reposition his troops. The infantry unit to which this order is issued may move 12" instead of 9" however it may not shoot that turn.
Some units may be able to issue unique Special Orders, these will be detailed on the unit's profile.
ENDING
The End stage is where most bookkeeping is done. Use this time to remove casualties and note damage if this has not already been done. Special abilities conferred for one turn wear off in that turn's end stage.
VEHICLES
Aside from the most primitive, almost all armies in Paradox have some form of vehicles, from battle tanks to gunships to armored transports. These operate differently from infantry, using the rules detailed below.
Vehicle F S R Armor Weapons Type Move
AH-64D Apache 4 3 3 Light 30mm, VTOL 36
Longbow 2x Rocket Pods
EUCCV 2 2 2 Light CELL Vehicle 36
Stryker ICV 3 3 2 Heavy M2 .50 Vehicle, Trans 18
Shooting at Vehicles
When firing at vehicles, roll to hit normally, and use the Shooting rules for determining modifiers to damage. Next, if damage is done, remove the Dm (Damage) value of the weapon
from the vehicle's armor on that facing. Note that left and right sides, while technically both side armor, are treated as different facings for determining damage. If a facing is reduced to 0 or fewer hit points, the vehicle is destroyed. Turn it upside down or on its side and count it as Rough Ground.
Vehicle profiles have the following properties:
F(Front Armor)
S(Side Armor)
R(Rear Armor)
Armor-used in conjunction with weapon type to determine modifiers.
Weapons: All wargear fitted to the vehicle
Type: Dictates movement type and any special capabilities
Move: How far the vehicle can move, measured in inches.
Vehicle Types:
Tank: May re-roll Rough Terrain tests
Vehicle: No special rules
VTOL: Weapons firing on VTOLs that do not have the Anti-Air type add 1 to the roll required to hit. In addition, VTOLs completely ignore terrain. Very Heavy weapons may not be fired at a VTOL that moved in its turn.
Transport: One infantry unit may be carried by this vehicle. The unit may either start the game inside the transport or move into it. Units may disembark from transports, but may not move or shoot in the turn they do so. VTOL transports must remain stationary to drop off troops. Note that if a transport is part of a unit, it may only start the game carrying another member of the unit.
AIR SUPPORT
Limited to more advanced factions, air support is nonetheless extremely powerful, often able to turn the tide of a battle with one or two attack runs.
Aircraft move far too fast to be moved as normal vehicles. Instead, they must make attack runs. On the second turn in your Movement stage, roll a dice for every aircraft in your army. On a 4+, the aircraft is successfully called in. On all subsequent turns, only a 2+ is needed. Next, place the aircraft on a board edge and draw a line from it to another side of the board. This is its Attack Run. The aircraft may only attack units along its Attack Run. Aircraft shoot as normal during the Shooting stage. In order to allow enemy units to fire at the aircraft, leave it in place until the end of the opponent's Shooting stage.
Firing at aircraft
Being extremely fast, aircraft are accordingly hard to hit. Any unit attempting to fire at an aircraft can only hit on a roll of a 6. An Anti-Air weapon firing at an aircraft uses its normal Skill. Aircraft attempting to fire at an enemy aircraft suffer the same effects. In addition, Very Heavy weapons may not be fired at aircraft, since they take a very long time to load and aim.
INFANTRY
Infantry are the most common unit on any battlefield. In Paradox, infantry are divided into two different categories: Squad and Ranked. Squad infantry reflect modern or semi-modern infantry using conventional tactics. Ranked infantry represent older tactics relying on 'blocks' of men, simple maneuvering and massive gunlines. Both types move exactly the same, but behave very differently when shot at.
Squad infantry may only lose one figure per weapon shot, unless the weapon has the Anti-Personnel rule. Ranked infantry remove a number of figures equal to the total Damage inflicted. For example, a 20-man Confederate ranked infantry company is attacked by two HMMWVs with one M2 .50 and one Mk.19 between them. The .50 scores two damaging hits, with one damage each, so 2 figures are removed. The Mk.19 scores one damaging hit, with two damage, so 2 figures are removed.
Paradox- Rules
Getting Started
You will need:
-A playing surface (optimally 4'x6' but most tables will work)
-Miniatures for each side
-Normal 6-sided dice, around 20 (found at local game stores and in some board games)
-A ruler or tape measure
-A friend to play against (or an enemy, if you want to settle an argument with toy soldiers)
If you have these, you're ready to play! First, each player should roll a dice (commonly abbreviated as a D6.) The player who rolls a higher result has the first turn. They also place their models on the board first. This does not, however, give the benefits expected, as the oppponent can place their models in a position to react to the enemy.
FORCE COMPOSITION
In real-life battles, rarely is a force seen comprised entirely of tanks or attack helicopters. All army lists have a composition requirement, typically of a command unit and two or more platoons or equivalent. Each unit also has a points cost, reflecting its combat prowess. If you want any of the available upgrades for a unit, you must pay the points cost.
Games of Paradox are typically played with a points limit of anywhere from 75 to 300. Agree on a points limit with your opponent, and select a force that complies with both the composition limits for your army and the game's set points limit.
Now, we'll cover the turn sequence. Units in Paradox can do many different things, each are completed in a separate stage of each turn. Note that the player that won the initial roll-off takes his/her entire turn sequence before letting the opponent do the same. The players then alternate until six turns have been played or there is no longer enough time to play.
1.Movement stage
2.Shooting stage
3.Action Phase
4.End Phase
MOVING
The Movement stage is where most battles are won, through simply maneuvering into optimal position. Unless they have a special equipment item that states otherwise, all infantry may move up to 9 inches. Simply use a tape measure or ruler to measure out the desired distance, and move your models into position.
Limitations to Movement
Obviously, infantry are not able to move through walls and buildings. These are classified as Solid Terrain, and may not be moved through. Models must instead move around the obstacle, often costing precious time.
Other features, such as rivers and concrete barricades, are classed as Rough Terrain. Ground units moving through Rough Terrain count the distance moved through the terrain as double the actual distance. There is also a chance that ground vehicles moving through Rough Terrain may become stuck. Every time a vehicle moves through this terrain, roll a dice. On a roll of 1, the vehicle is stuck and may not move again unless it is removed by a recovery vehicle or similar unit.
The third and final type of terrain is Hazardous Terrain. This may be a wrecked vehicle,burning building, or anything that could cause units direct physical harm. Hazardous Terrain is counted as Rough Terrain for movement purposes, and every infantry model moving through must roll a dice. On a 1, the infantry are killed or injured, and the model is removed.
Movement limitations are not always related to terrain. In order not to be isolated and destroyed, models must stay with their unit. Infantry models must stay within 2" of each other, and vehicles must stay within 6" of the rest of their unit. A unit is defined as the model or models listed on the unit's Composition. For example:
Composition: 6 US troops with XM8 rifles and Body Armor, mounted in an M1126 Stryker ICV
This is the unit composition for a US Stryker Cavalry squad. The squad is composed of 6 soldiers and their Stryker transport. The infantry have to stay within 2" of each other, and the Stryker, being a vehicle, only needs to stay within 6" of the others.
SHOOTING
The Shooting stage is arguably the most fun and entertaining
part of Paradox. Machine guns blaze away at targets, artillery pounds enemy positions, and massed ranks of infantry engage in duels of attrition.
To shoot, first select an enemy unit within weapons range and can have a line of sight drawn from it to the firing model(s). If the unit cannot be seen, it cannot be fired at. If not all models in a unit can 'see' the target, they may not fire. Likewise, if the entire enemy unit cannot be seen, only the models that can be seen can be damaged.
Next, look at a unit's equipment list and find its weapons. Then, find the appropriate weapons on the faction's Armory sheet. Weapons have the following profile:
Weapon Rng FP Dm Type Special
PAPOP 24 4+ 1 Small-arms 1 Carbine
M2 .50 18 2+ 1 Light 3 Mounted
The above table gives the in-game characteristics of both the European PAPOP compact assault rifle, and the American-built M2 .50 caliber heavy machine gun. The weapon characteristics are used as follows:
Weapon: The weapon's name
Rng: Range, measured in inches.
FP: Firepower, the dice result required to inflict damage
Dm: Damage, how much damage is done if a Firepower roll is passed.
Type: This shows the general size class of the weapon, as well as how many times it can fire.
Special: Reflects different qualities of a weapon, such as armor-piercing munitions.
Next, check the firing model(s)' skill. This is listed as Untrained, Rookie, Trained, Skilled, or Veteran. Skill reflects how accurately a unit can shoot, taking into account various targeting systems as well as simple training and skill. Roll a number of dice equal to the rate of fire of the weapon used, and use the following chart:
Skill To Hit
Untrained 6+
Rookie 5+
Trained 4+
Skilled 3+
Veteran 2+
If a dice is equal to or higher than the required number to hit, set it aside as a hit. Next, one dice for each Damage based on weapon Type and its relationship to the target's armor. Each dice that passes the modified value (see chart below) inflicts one point of damage on the target. Different weapon sizes use modifiers to their Firepower (FP) based on the target's armor level. If a weapon's effect on an armor level is not listed, it may not damage that armor level. If the value 'FP' is given, use the weapon's base Firepower against that armor level. Modifiers are added or subtracted from the dice roll(s) made to damage.
Weapon Type/size Notes
Small-arms FP vs Thin/troops
Light +1 vs Thin/troops,FP vs Light
Heavy +1 vs Light,+2 vs Thin/troops,FP vs
Heavy,-1 vs Very Hvy
Very Heavy +3 vs Thin/troops,+2 vs Light,+1 vs
Heavy,FP vs Very Hvy
Every time a damage roll is passed based on these modifiers, remove either one model (for infantry) or one damage cfrom the target (for vehicles). When attacking infantry, the weapon may only attack up to as many as it can see.
Shooting Sequence Summary
1. Reference firer's weapons and skill.
2. Roll to hit.
3. Roll to damage then apply any modifiers.
4. Repeat until all the unit's useable weapons have fired.
Weapon Special Properties
Anti-Air-This weapon is fitted with advanced guidance systems allowing it to track fast-moving aircraft, or ot is simply mounted on a high-speed turret ring. It ignores negative modifiers for shooting at Air and VTOL units.
AA only- Same as Anti-Air, but may only fire at Air and VTOL units.
Anti-Tank- Anti-tank weapons are typically heavy guided missiles (ATGMs) that are adapted to fire at tanks and tanks alone. They may not fire at infantry.
Anti-Personnel- These weapons are specially designed to attack infantry. They only make a single Firepower roll, on a success, inflict a number of casualties equal to their Damage rating on Squad infantry, and twice that number to Ranked infantry.
Carbine: Carbines are assault rifles adapted for close quarters with features such as a shortened barrel and stock. To reflect this extra utility, carbines may be fired by a unit in the turn in which it exits a transport vehicle.
Sniper: Sniper rifles are nearly universally equipped with a scope and more precisely machined than their assault counterparts. Sniper weapons remove infantry figures on a 2+ instead of their FP value.
Rocket Pod: Rocket pods are fairly common weapons fitted to helicopters and fixed-wing attack aircraft. They provide excellent salvo firepower, but can only carry a small quantity of rockets. These weapons roll 2D6 and pick the lowest result as the number of shots fired. If both dice roll the same number, then the pod has run out of ammunition and may not fire for the rest of the game.
Cover
Battles are almost never fought on flat, treeless plains. For games of Paradox, it is advised to place terrain on the gaming surface to add realism and give your troops somewhere to hide. Troops or vehicles obscured by cover incur a -1 to-hit modifier on enemies firing at them. To determine if a unit is obscured, use a laser pointer or equivalent, and point it from the firing model to the enemy. If more than half the enemy model is in cover, it receives standard cover benefits.
Destroying Cover
Cover is not all-protecting, and can be destroyed. To determine a cover feature's resiliency, refer to the below table:
Cover Feature: Armor HP (all-round)
Hedgerow Light 2
Low Wall (2" long) Light 3
High Wall (2" long) Light 4
Shed Light 3
Small Building Very Hvy 6
Medium Building Very Hvy 8
Large Building Very Hvy 10
Fuel Tank Light 4
Wrecked Car/Truck Light 2
Wrecked VTOL/Plane Light 3
Wrecked Tank Heavy 6
ACTIONS
The Action stage is perhaps the most interesting part of a turn. It includes close combat, setting minefields, issuing orders, and basically anything else that doesn't involve moving or shooting.
First, close combat attacks may be carried out. Units may move 3 inches into base or hull (for vehicles) contact with an enemy unit. For each surviving infantryman or starting HP of a vehicle, one close combat attack may be made. This is a single, automatically hitting attack with a Firepower of 4+.
Note that VTOL/ Helicopter and Air units may not make these attacks, as they are flying and would almost certainly crash if attempting such a maneuver. Vehicles use the chart below:
Vehicle Armor Level Firepower (close combat)
Thin 5+
Light 4+
Heavy 3+
Very Hvy 2+
Close combat attacks are resolved as normal attacks for all unit types.
Issuing Orders
Any unit with the its unit type listed as Command or High Command may issue Special Orders. High Command units have a command range of 24" and may issue two Special Orders each turn, while Command Units have a command range of 12" and may issue a single Special Order each turn.
To issue a special order, the issuing unit must declare which friendly unit is the target of the order and then pass a Skill check, effectively making a single to-hit roll. If this is a failure/miss, then the issuing unit may attempt to issue another order if it has not yet used its second order (for High Command units only). If the roll is a pass/hit, then choose one of the following Special Orders. These only apply for the player's next turn, or the opponent's next turn for Orders that give bonuses against shooting. They wear off after this turn.
Special Orders
-Rapid Fire!!!! The commander directs his men to fire their weapons as fast as possible to wipe out an enemy. This order allows all Small-arms weapons in a unit to fire one more shot than listed on their profile.
-Get Down!!! Anticipating a barrage, the commander orders his men to seek out the best defensive positions. Any units firing at the ordered unit do so at -1 to their skill. This may be combined with the usual cover bonuses for a cumulative bonus. However, the unit may not move or fire during its next turn, as it is busy recovering from the shock of the enemy attack.
-Double Time!!!! (issued to infantry only) The commander seizes
the opportunity to reposition his troops. The infantry unit to which this order is issued may move 12" instead of 9" however it may not shoot that turn.
Some units may be able to issue unique Special Orders, these will be detailed on the unit's profile.
ENDING
The End stage is where most bookkeeping is done. Use this time to remove casualties and note damage if this has not already been done. Special abilities conferred for one turn wear off in that turn's end stage.
VEHICLES
Aside from the most primitive, almost all armies in Paradox have some form of vehicles, from battle tanks to gunships to armored transports. These operate differently from infantry, using the rules detailed below.
Vehicle F S R Armor Weapons Type Move
AH-64D Apache 4 3 3 Light 30mm, VTOL 36
Longbow 2x Rocket Pods
EUCCV 2 2 2 Light CELL Vehicle 36
Stryker ICV 3 3 2 Heavy M2 .50 Vehicle, Trans 18
Shooting at Vehicles
When firing at vehicles, roll to hit normally, and use the Shooting rules for determining modifiers to damage. Next, if damage is done, remove the Dm (Damage) value of the weapon
from the vehicle's armor on that facing. Note that left and right sides, while technically both side armor, are treated as different facings for determining damage. If a facing is reduced to 0 or fewer hit points, the vehicle is destroyed. Turn it upside down or on its side and count it as Rough Ground.
Vehicle profiles have the following properties:
F(Front Armor)
S(Side Armor)
R(Rear Armor)
Armor-used in conjunction with weapon type to determine modifiers.
Weapons: All wargear fitted to the vehicle
Type: Dictates movement type and any special capabilities
Move: How far the vehicle can move, measured in inches.
Vehicle Types:
Tank: May re-roll Rough Terrain tests
Vehicle: No special rules
VTOL: Weapons firing on VTOLs that do not have the Anti-Air type add 1 to the roll required to hit. In addition, VTOLs completely ignore terrain. Very Heavy weapons may not be fired at a VTOL that moved in its turn.
Transport: One infantry unit may be carried by this vehicle. The unit may either start the game inside the transport or move into it. Units may disembark from transports, but may not move or shoot in the turn they do so. VTOL transports must remain stationary to drop off troops. Note that if a transport is part of a unit, it may only start the game carrying another member of the unit.
AIR SUPPORT
Limited to more advanced factions, air support is nonetheless extremely powerful, often able to turn the tide of a battle with one or two attack runs.
Aircraft move far too fast to be moved as normal vehicles. Instead, they must make attack runs. On the second turn in your Movement stage, roll a dice for every aircraft in your army. On a 4+, the aircraft is successfully called in. On all subsequent turns, only a 2+ is needed. Next, place the aircraft on a board edge and draw a line from it to another side of the board. This is its Attack Run. The aircraft may only attack units along its Attack Run. Aircraft shoot as normal during the Shooting stage. In order to allow enemy units to fire at the aircraft, leave it in place until the end of the opponent's Shooting stage.
Firing at aircraft
Being extremely fast, aircraft are accordingly hard to hit. Any unit attempting to fire at an aircraft can only hit on a roll of a 6. An Anti-Air weapon firing at an aircraft uses its normal Skill. Aircraft attempting to fire at an enemy aircraft suffer the same effects. In addition, Very Heavy weapons may not be fired at aircraft, since they take a very long time to load and aim.
INFANTRY
Infantry are the most common unit on any battlefield. In Paradox, infantry are divided into two different categories: Squad and Ranked. Squad infantry reflect modern or semi-modern infantry using conventional tactics. Ranked infantry represent older tactics relying on 'blocks' of men, simple maneuvering and massive gunlines. Both types move exactly the same, but behave very differently when shot at.
Squad infantry may only lose one figure per weapon shot, unless the weapon has the Anti-Personnel rule. Ranked infantry remove a number of figures equal to the total Damage inflicted. For example, a 20-man Confederate ranked infantry company is attacked by two HMMWVs with one M2 .50 and one Mk.19 between them. The .50 scores two damaging hits, with one damage each, so 2 figures are removed. The Mk.19 scores one damaging hit, with two damage, so 2 figures are removed.