net epic suppression

From: Peter Ramos <primarch_at_...>
Date: Wed, 27 Feb 2002 11:48:02 -0400

Hi!

The question whether suppression can apply to net of the rules is indeed an old one. Even when making net epic version 1.0 this question came up, although at that time we decided not to tackle that issue. Since then many ideas have been proposed in order to represent suppression in the net epic rules. Most were too cumbersome for clunky to fit in to the rules seamlessly. At least until now...

Sam you definitely gave me a couple of very good ideas. The idea that sort or gave me the cascade of other ideas was your suggestion of using the amounts of dice fired at a unit. I combined this with an idea that I used for heresy to represent suppression. In effect, suppression is caused by the amount of firepower wielded in the direction of a combat unit. In gain terms this translates into the amount of dice better shot at a unit. Since suppression is not intended primarily to cause casualties but to limit the actions and movement of the enemy unit is not necessary for suppression to cause casualties. With these in mind the only mechanic that you need is one that represents and translate the amount of firepower directed at a unit into suppression. These as suggested rules for suppression in net epic.

SUPPRESSION RULES

Suppression is caused by directing attack dice to an enemy unit or model. You nominate your attack dice as you would normally for any firing or shooting attack. Suppression occurs when the amount of attack dice directed at a unit or model equal to or exceeds the number of models within the unit. Example: an imperial guard platoon of 10 stands would require 10 or more attack dice in order to cause suppression. Note that none of the attack dice me to hit or inflict casualties in order to produce suppression. In fact, it will be very common for no casualties to occur, but to inflict suppression.

If a detachment or model has more than one attack dice, it may divide these attack dice as for the normal shooting rules amongst multiple targets. This means that besides trying to inflict casualties on multiple targets you may as well inflict suppression on multiple targets.

Note that no new mechanic has been invented to implement this rule. It uses the standard net epic rules for firing and shooting. The only difference is that besides the usual inflicting hits, the amount of dice thrown will also tell you if suppression has occurred.

Every time suppression is inflicted at one suppression counter besides the unit or model.

SUPPRESSION FROM MULTIPLE UNITS

The rules mentioned above basically deal when one unit fires and suppresses another unit(s). The question arises: how is suppression dealt with when it comes from more than one unit firing at one unit? Most of the shock value of firepower when directed to a unit comes from the first unit that fires that. Although successive units may still fire at the same unit that shock value of that firepower isn't as high. This is because since it already been fired at, it isn't going to be that scared of additional firepower directed to it. It does have an effect but not as much as the primary fire. This will be represented by the following rules:

Each additional unit that fires at a unit that is already suppressed will add -1 to their morale checks (see effect of suppression below). However, the ability of additional units to inflict suppression becomes more difficult for units after the first. For every unit beyond the first that tries to inflict suppression upon the same unit must direct and additional two attack dice beyond the minimum required to suppressed the unit. For example:

An imperial guard platoon of 10 stands fires at a ork unit of six stands. The imperial guard platoon directs all of its 10 attack dice to the ork unit, therefore causing suppression since the number of attack dice exceed the number of models in the ork unit. A second imperial guard platoon with 10 stands also decides to shoot at the same ork unit. Since the ork unit is already suppressed it will be more difficult for the second imperial guard platoon to cause suppression. Therefore it would need to allocate the attack dice (6 attack dice needed because there are six or models in the unit plus an additional two attack dice because they are the second unit firing at a suppressed unit). The second platoon allocates its full 10 attack dice against the ork unit and since exceeds the eight attack die minimum it causes additional suppression. Since the ork unit has been suppressed twice in the same turn it now has a minus 1 modifier to all morale checks. A third imperial guard platoon of 10 stands besides the fire at the same ork unit. Since this is the second additional unit firing at a suppressed unit in the minimum amount of attack dice needed to produce further suppression is modified by an additional 4 attack dice for a total of 10 (6 attack dice needed for the six Orks in the unit plus for dice for been a second additional unit beyond the first).

EFFECTS OF SUPPRESSION

Suppression makes it more difficult to move and fire. Units that are suppressed must make a morale check in order to move or fire. A failed morale check means that the suppressed unit cannot move or fire. A successful morale check means that the unit can move or fire normally. If the suppressed unit has only one suppression marker the morale check is made without penalty. For each additional suppression counter a minus 1 penalty to morale checks is applied. Note that this penalty also applies to standard break tests and route tests, as well as battlefield effects (psychic attacks).

Suppression markers are removed in the end phase. To remove suppression markers for each unit or model roll a d6. On a role of two or more remove all suppression counters on that unit or model. On a role of 1 suppression counters remain. Regardless of how many suppression counters a unit may have or how many attended penalties a role of six will always remove all suppression markers.

Units suppressed in that same turn may attempt to remove suppression counters in that same end phase.

TYPE OF WEAPONS

Obviously certain weapons will cause more suppression against some targets and less to others. To avoid over complication of categorizing weapons systems I've come up with the following simple guidelines:

Any weapon with a save modifier of 0 will cause normal suppression against units with no armor save and half suppression against units with an armor save.

Any weapon with a save modifier all of minus 1 or better cause normal suppression against units with or without an armor save.

As you can see in and take weapons with a modifier of 0 are usually anti personnel weapons and thus cause less suppression to army units and better suppression against units without armor. On the other and weapons with a save modifier cause suppression equally against all units.

Well that's it. These are the highly optional suppression rules for net epic. Note, while these rules are not fancy, they do not invent any new mechanic's. They try to use rules and concepts already built into the game.

Opinions or comments please?

Peter
Received on Wed Feb 27 2002 - 15:48:02 UTC

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