Niðavellir Shipyard

The Nidavellir Shipyard is a large UCM Shipyard hidden far away from any planetary system.
After the scattering of humans after the first Scourge attack many ships used their ftl drives and made an random Foldspace jump just to get away. Many of this ships found themselves alone in the dark, to close to a star or a black hole and perished but some made it to an empty place in space. And that’s how the Nidavellir belt was discovered. A collection of large rocks, asteroids in different sizes and collection of dust and sand. Exactly how this place come to be, far from any sun, placed in between systems is not known. It is believed it was created after an extremely unlikely collision of two larger celestial body, with no stronger gravity pull in the vicinity this collection of minerals and rocks have held together by their own combined pull of each other. The scatter of large rocks and the natural background radioactivity have created a hiding place. After the survivors made contact with the now formed UCM the area have been put to good use.

Named after the Norse mythology Nidavellir, the world of the dwarves, for its rich mineral and metal resources. Perfectly for foundries and a large shipyard complex.

This is the place to produce ships...


Friday, 17 February 2023

DZC 1.5 my own homebrewed version

 I have tried. Really tried. But can't find the experience of playing DZC 2.X even close to the first version. One part are the rules where a lot of changes didn't make sense. If something was awesome why change it? The other part is that TT have also, in my opinion gone in the wrong direction for units. The original DZC had a base of "same but different" and then the models will be used differently anyway. But now the units released tend to have special rules where they really doesn't need any. Hawk had this problem as well after the initial release. But TT have the same issue. 

For my part, a cool model can be a new scout unit with a small AT weapon or a AA weapon as variant. They don't need a written unique special rule as well. In fact basic units get used where as units relying on special rules are often a gimmick and only used in a limited way.

So the solution? I wrote my own version. Take it as you wish. Use as you wish. Don't bother to give me credit if you find anything here you will use as a house rule. I have found this is a DZC that I enjoy. Also, it has command cards. Which I haven't included. Because they are in excel right now... and I don't know how to get them to the blog. 

Be aware. Wall of text coming. Broken English Royal.  

   

Egg Zone Rules 1.11

1.    Basics

1.1   These rules are a homebrew mess created by a DZC fan which is far from a game designer. I am on facebook, though, and rumour has it that is enough to make me an expert in various subjects I have no official education in. Especially in the comment sections. The reason I wrote this is to simulate the feeling of the extremely awesome version 1 of DZC to try to compensate that I do not have all the rulebooks of V1 left.

1.2   Anyone using these rules will need to handle lots of things you will feel is weird – use common sense and whatever interpretation makes the game more fun for you.

1.3   Cherry-pick, chop, crop, add and ignore any, and all parts of this document you don’t like.

1.4   Base is DZC 1. When in doubt judge anything as V1.  

1.5   Stat and points as the V2 ed – use the army builder online. Print the army list with the cards and stat – you need to note the stats that are changed in section 10.

1.6   Balance is kind of out of the window. But then again, so is the current game in my opinion (facebook expert – remember?).

1.7   Measure center to center. But measure 2D.

1.8   A single model is a “Unit”. A group of models with 3” coherency is a “Squad”. If coherency is not kept after a movement the smallest part of the squad is removed as a casualty.

1.9   Activation order. Squads may move and then shoot or shoot and then move. Note most units have a fire arc on their stat card. Finish one squad’s activations before moving on to the next one. Exception is that when a transport disembark models the models disembarking may instantly complete their movement and then you go back and finish the transport’s activation. Then you have to finish the disembarked squad’s activations (if any).

1.10      Table size: table is 48x48 up to 1600points. From 1601 it should be 72x48.

1.11      Army building:

1.11.1     No Battlegroup may be more than a third of the army.

1.11.2     0-1250 points. Max 4 Battlegroups. No more than 2 squads in each battlegroup.

1.11.3     1251-1500 points. Max 5 Battlegroups. No more than 3 squads in each battlegroup.

1.11.4     1501-2000 points. Max 5 Battlegroups. No more than 4 squads in each battlegroup.

Turn sequence

1.12      Roll for priority. 1 D6 each. Add CV of highest living commander. Highest pick who start activating.

1.13      Discard cards and draw to CV or 3 cards on hand, whatever is the highest.

1.14      Start of turn cards. Starting with the player with priority.

1.15      Battlegroup activation. The turn’s first activation may not be the player’s last activation last turn. The second player’s first activation can be the same though. Players alternate activating battlegroups. A battlegroup can only be activated if at least one unit starts or ends on the table.

1.16      End of turn. Check objectives and anything that happens at the end of turn.

2.    Movement

2.1   Turn 1 movement. During turn 1 all units that could in theory be deployed by transport during turn 1, according to your army list, must arrive by a transport. Rest can walk on. Everything may enter turn 1. Only transports may move onto the table first turn.

2.2  Terrain.

2.2.1        Impassable terrain – nothing can move past but may be on top if possible to place the models (Like Garrisons).

2.2.2        Normal ground. Nothing special.

2.2.3        Difficult terrain. Skimmers may not move over. Walkers and Infantry move as normal. All other Ground Vehicles may move maximum 4” in total.

2.2.4        Garrison. Special. See Garrison rules.

2.3   Leaving the table. Units may leave the table from their own edges they were allowed to enter from as long as a objective leave the table at the same time. The unit may enter from their table edge again next turn.

3.    Shooting

3.1   Turn 1 shooting. All shots during first turn is at +2 to hit even if shooting at Garrisons (that are always otherwise hit on 2+).

3.2   Shooting LOS. A squad shoots at the same time. Models may ignore one model in their own squad that is “in the way”. They do not ignore any enemy models. Direct all weapons in the squad before rolling to hit. All weapons may split fire at any target. Note that multi-shot weapons shoot at the same target. Only different weapons may shoot at different targets.

3.3   Cover is +2 to hit. A roll of 1 is always a miss and a roll of 6 is always a hit. Cover is when a target is covered 50% from the shooter, even by the target’s other squad members.

3.4   Roll to damage. If a hit roll again with the energy of the weapon against the armour. If Energy = Armour the roll needed to damage is 5+. If E is one lower than A it is 6+. Lower E can’t damage. If E is one higher the damage roll is on 4+, two higher 3+, and three higher 2+. A roll of 1 is always a failed damage. If the roll is two higher than needed to damage double damage is done to the target. This can not spill over to other models. Exactly as Dropzone commander V1.

4.    Transports

4.1   What can a transport transport? A transport is locked to only transport models in its battlegroup and squads of the correct type. But may transport other units than bought for as long as it is in the same battlegroup.

4.2   A squad that disembark from a transport or intend to embark may not shoot the same turn.

4.3   Half movement. Neither the transport nor transported squad may move over half movement when taking part of a disembark or embark in a turn. Calculate entire movement including bonuses and then half.

4.4   Disembark and embark.

4.4.1        All transports may either force squads to disembark or embark at a single time during its own movement activation. Any other unit may either disembark or embark as parts of its own movement.

4.4.2        Disembarking caused by a transport means a slightly changed order of activation. The transport moves and disembark a squad. Instantly make the squad’s movement and then go back and finish the transport’s movement and any more activations. Then finish the transported unit’s activation.

4.4.3        Units disembark 1” from a transport (or base to base if the transport is a large ground transport). Embarking is 2”. 

4.5   Destroyed ground transport: When a ground transport is destroyed and have units loaded, roll a die.
1. Wreck. The transport is removed as a casualty. The models inside disembark (including their movement). Have they already activated they may make an extra disembark movement and if within 2” Infantry may embark into a Garrison.
2-3. Burning wreck. The transport is removed as casualty. The Units inside takes its remaining DP in automatic hits, damaging on 5+. Then they disembark according to the result of 1.
4-6. Imploding wreck. The transport is removed as casualty. Roll a die for each unit inside. On 4+ they are destroyed. Survivors disembark according to the result of 1.  

5.    Aircrafts

5.1   Aircraft movement. All aircrafts are moving at 3” high and may move over buildings up to 8” high. They are always 3” higher than any terrain they are on (maximum 8”). They ignore any difficult terrain on the ground.  

5.2   Aircraft landing. An aircraft need a template size area to land. Small (1” radius) for 1DP aircrafts. Medium for 2-3 (1,5” radius) DP aircrafts and large for 4DP (2” radius) and larger. They suffer no negative effect (except half movement of course) for landing.

5.3   Hot Landing Zone No aircraft may land within 4” of an enemy on the ground (including landed aircrafts). Hot LZ is 3” from a Garrison with enemy infantry inside. Measure from the template.

5.4   Aircrafts may land during its movement and count then as a ground vehicle.

5.5   AA weapons. Aircrafts may only be targeted by Anti-Aircraft weapons. They may reactive fire with +2 AA on Aircrafts.

5.6   When a aircraft dies. Roll a die, note this roll also is for Aircraft transports:
1. Emergency landing. The Aircraft is removed as a casualty. The models inside disembark (including their movement). Have they already activated they may make an extra disembark movement and if within 2” Infantry may embark into a Garrison.
2-3 Exploding and crash landing. The Aircraft explodes. All units at least partially under the Aircraft’s template is hit on 3+ with a E10 hit. The Units inside takes its remaining DP in automatic hits, damaging on 5+. Then they disembark according to the result of 1.
4-6 Catastrophic explosion and crash. The Aircraft explodes. The Aircraft is removed as casualty. All units at least partially under the Aircraft’s template is hit on 3+ with a E11 hit. The Units inside are each destroyed on 4+. Then the survivors disembark according to the result of 1.

5.7   Aircraft explodes: All aircrafts and Garrisons within 4” are hit with the destroyed Aircraft’s original DP in hits damaging on 6s.  

6.    Fast movers

6.1   Place a model as a marker in turn 1 on any edge. If a squad they must be placed within 6” of each other.

6.2   In turn 2 and forward roll a die when they activate. On 2+ the fast movers arrive.  This roll can only fail once per game per squad. Their movement is in a straight line and must start within 3” of any of the markers.

6.3   Each model may attack once during its attack run. Models in a squad attack in the same time. 

6.4   Place any surviving Fast movers at any table edge again. That will be the entry point for next turn’s attack.

7.    Infantry and Garrison

7.1   There are generally two type of Garrisons. Building Garrison and Area Garrison.

7.2   Infantry may embark into a Garrison by being within 2”. If they disembark from a transport within 2” of the Garrison they may enter the Garrison as part of a single disembark (so it is not a disembark and then a embark).

7.3   After infantry have entered a Garrison they may not activate further and their turn ends. They may defend in CQB though.

7.4   When infantry is activated and starts inside a Garrison where there are no enemy units it may:

7.4.1        Search for objectives if any inside.

7.4.2        Then, any unit may move to the walls and fire and/or one base may leave an objective to a friendly ground unit outside of the Garrison up to 2” away. Or the squad may disembark from the building directly into a transport within 2”, into the open ground 1” away or into another building 3” away.

7.5   When infantry is activated and starts inside a Garrison where there are enemy squads inside but a lower number of enemy squads (low enemy presence) than what you have in the Garrison it may:

7.5.1        Search for objectives if any inside.

7.5.2        Then, any unit may move to the walls and fire and/or one base may leave an objective to a friendly ground unit outside of the Garrison up to 2” away. Or the squad may disembark from the building directly into a transport within 2”, into the open ground 1” away or into another building 3” away but if the squad intend to leave the opponent pick a squad and make a Defensive CQB round against the squad leaving (your models may not attack). The squad leaves if they survive and pass any fortitude test. Failed fortitude means they drop any objective to a friendly squad inside the Garrison and then follow the normal rules for failed Fortitude.

7.5.3        Last if the squad didn’t leave, they pick one enemy squad to fight CQB as attacker against. Any unit leaving an objective or shooting out may not add die in CQB but can take damage.

7.6   When an infantry squad is activated and starts inside a Garrison where there is the same or more amount of enemy infantry squads inside the Garrison (high enemy presence) it may:

7.6.1        Search for objectives if any inside.

7.6.2        Then try to pass a fortitude test, if failed go to the next step. If passed they may move to the walls and shoot out. They may never leave the objective to anyone outside the building and may not leave voluntary.

7.6.3        Last, they pick one enemy squad to fight CQB as attacker against. Any unit manning the wall may not add die in CQB but can take damage.

7.7   Manning the wall means the infantry are placed at the edge of the Garrison and shoots out. The downside is that they may be targeted directly. If shot at the Infantry get Cover (+2 to be hit) and get Body Cover, (attacker have -1 on the die to damage).

7.8   Infantry shooting out of Building Garrison may discard it’s reduced weaponry as long as the unit is at least 50% of it’s starting DP for a single E6 6” AA shot. This weapon may reactive fire. 

 

7.9   CQB fight;

7.9.1        Happens at the end of each squad’s activation where it started and ended inside the Garrison.

7.9.2        The activating squad (attacker) choose an enemy squad (defender) and attack against that squad with its CQB value times its current DP. Roll only for damage and no double damages are included. Damage spills over to other bases in the same squad. Passive saves and dodges may be used to block CQB damage.  

7.9.3         At the same time the Defender get to fight back at below chart. Both squad’s attacks happen at the same time. Max armour 4.

7.9.4        After this each squad at or below half strength must roll a fortitude test starting with the Active player. Passed nothing happens. Fail the squad will leave any objective to another friendly squad in the building, if no friendly available the enemy picks the objectives with the squad that just fought, then the squad may disembark the building as normal. If they opt to stay it takes a further D6 damage without any save of any kind allowed (even if both squads leave). The damage moves over to another base if one dies.

7.9.5        A squad can only fight as Attacking when it is activated inside a building but may fight as Defender an unlimited number of times – even if they entered the building this turn.

8.    Garrison rules

8.1   Garrisons are always hit on 2+ except turn 1, where it is 4+.

8.2   For each damage on a Garrison roll a die for Falling Masonry. On 5+ a random squad is hit with E4. Roll to damage as normal. Dodge and Passive saves are allowed to save these hits.  

8.3   A Garrison have armour 6. Armoured Garrisons have armour 8. Large Garrisons DP 30. Medium 25 and small 15.

8.4   Rules specific for Building Garrison:

8.4.1        Destroyed Building Garrison: When a building is destroyed replace it with a Area Garrison.

8.4.2        If there are infantry or objectives (found or not found) inside a Building when it is destroyed roll a die. On 2+ everything is destroyed. On a 1 a random unit (include an objective as a unit in this case) survives and are placed in the Area Garrison. Randomize first which squad (an objectives is one squad) no matter how many units in the Squads and then randomize a unit in the squad that survives.  

8.5   Rules specific for Area Garrison

8.5.1        Area Garrison have armour 4.

8.5.2        Area Garrison is treated the same as a Building Garrison for infantry for Starting DP, disembarking, CQB, Fortitude, Falling Masonry.

8.5.3        Whenever infantry move inside the Area Garrison (embarking or just moving) it may be placed freely inside the Garrison without any restriction (moving from one side to the other without considering the distance).

8.5.4        Other units may shoot directly at the infantry inside a Garrison (or at the Garrison). The infantry get Cover and Body cover. Measure to the point where the infantry is placed.

8.5.5        Infantry may only attack other infantry inside the Area Garrison by a CQB at the end of their activation not with any other attack.

8.5.6        For all other units the Area Garrison is considered difficult ground.

8.5.7        Note that any dropped objective is dropped at the infantry’s current placement unless there are other infantry in the Garrison that will automatically pick it up. If no other infantry are inside any other unit can pick the objective up by moving within 2” during their activation.

8.5.8        When an infantry unit shoots out of a Forest Garrison the target get cover if the infantry aren’t within 2” of the edge the direction they are shooting at.

8.5.9        Non-infantry units inside the Area Garrison may attack Infantry inside the same Area Garrison. The infantry then get both cover and body cover.  

8.5.10     Infantry attacking non infantry units inside the Area Garrison do so by normal attacks. The target get no cover.

8.5.11     Units inside when a Area Garrison is destroyed are hit with automatic current DP hits that damage on 4+ and double on 6+. After that any surviving unit disembarks 2” from the edge of the Garrison, even non infantry.

8.5.12     When an Area Garrison is destroyed remove it from the table.

8.6  Rules for Scattered Area Garrison

8.6.1        Scattered Area Garrison are an addition to the battlefield that each player may place on the field to spice things up. In general I imagine a group of civilian cars collected as a barricade or a group of bushes hiding old and non-active traps. It adds more protection to infantry to attack from or use as movement help to faster travel between Garrisons.

8.6.2        Size is 4” long and 3” wide. It may be smaller in any direction. Other than that the form is quite vague and abstract.

8.6.3        Scattered Area Garrison has Armour 4 and 10 DP. It never blocks LOS but provides cover for any shots passing through.

8.6.4        Infantry treat it as a Area Garrison. For disembark, CQB and Shooting.

8.6.5        Non infantry treat it as difficult ground.

8.6.6        Infantry inside get Cover and Body Cover. They may shoot out without any cover for the target.

8.6.7        It causes Collateral as normal.

8.6.8        If the Garrison is destroyed all Infantry may safely disembark it. Other units on it are not affected. Remove the piece. 

9.    Objectives, Intel and Focal points

9.1   Use pure missions of the three below or a combination of them as you wish. There are many good examples from both V1 and V2 of missions to use.

9.2   Hidden Objectives are searched for. Objectives are typically placed in the center of Garrisons or flat on the ground as wished for.

9.2.1        In Building Garrison. Any infantry starting inside a building can search by rolling a die for the squad and a objective is found if the roll is 7+. Modify the die with the following:

+1 Standard infantry
-1 The enemy have units in the same Garrison.
+1 Friendly APC (no matter if it belongs to the battlegroup or not) is within 3” of the Garrison.
+1 for each friendly squad that has already searched for this objective in any turn.
A roll of 6 is always a successful result.

 

9.2.2        Objectives that are hidden and outside of Garrison or in Area Garrison can be searched by any ground unit, starting its turn within 2” of it. 7+ to find.

Modifiers:
+1 Standard infantry
-1 The enemy have units in the same Garrison.
+1 Friendly APC (no matter if it belongs to the battlegroup or not) is within 3” of the Garrison.
+1 for each friendly squad that has already searched for this objective in any turn.
A roll of 6 is always a successful result.

9.2.3        Objectives can be picked up by any unit at any time during their movement as long as they are within 1”. Or when a friendly unit pass the objective up to 2” to another unit at the end of their movement activation.

9.2.4        Squads can only carry a single objective.

9.2.5        Objectives are worth 1VP if held at the end of the game and 2 if off table.

9.3  Intel

9.3.1        Each building contains 2 markers, one for each player. Intel is searched for during the start of a squads activation inside a Garrison and is found automatically. Players only search for their own intel.

9.3.2        When searching the opponent’s intel are never removed unless the first roll is 1 or 6. Roll a die:
1. Bomb. 1 Intel. Bomb equals D2 damage without any save of any kind to a single base and the building.
2-5. 1 Intel
6. 1 Intel and a focal point or a found objective (pending on the mission type you have). If using Focal points they count as an intel of each turn but ignore the rules for aircrafts being within 6” last turn.

Modifiers:
-1 the squad are not standard infantry.
-1 High enemy presence.

Result can not be lower than 1.

9.3.3        A objective count as a intel point if held at the end of the turn or 2 intelpoints if off the table.

9.3.4        After the game use the same chart as for focal points to check the VP result.

 

9.4  Focal points

9.4.1        Focal points are set objectives not possible to move.

9.4.2        A focal point starts neutral and then changes alliance in the game by a player claiming it. Claiming it happens at the end of each turn. Alliance of a focal point doesn’t change if the player leave the focal point behind and stay loyal until contested or lost.

9.4.3        A player claim a focal point if you are the only one with ground units within 3” (not counting landed Aircrafts) at the end of turn 2 and forward.

9.4.4        A focal point becomes neutral if both players have ground models within 3” of it at the end of the turn.

9.4.5        A landed Aircraft within 3” of a focal point can make the focal point neutral (but cannot make it loyal and remember that Hot LZ rule) if the opponent have no ground units within 3”.

9.4.6        Each turn from turn 2 and forward focal points generate points. At the end of the game check the difference in points. The winner get VP equal to half the difference in FP rounding any fractions down. Up to a maximum of 5VP in a game. The same chart for intel as well.

9.4.7        Last turn the player that has the most Aicraft’s current DP within 6” of the most Focal points get +1 VP.

9.4.8        0-1 FP in difference = 0VP
2-3: 1VP
4-5: 2VP
6-7: 3VP
8-9: 4VP
10+: 5VP.

10.               Stat changes

10.1      A general decrease of ground movement:
5” movement down to 4”.
6” to 5”
All ground move value over 6” are decreased with -2Mv.

10.2      All units have -5 in armour from V2 army lists.

10.3      Condors also have a E7, countered range 9” and 36” full, Penetrative. MF 9”, missile besides any other weapon.

10.4      Albatross have two missiles of the same type and rules as a Condor.

10.5      Resistance transport Hovercrafts: Any unit can disembark and shoot at +2 Acc.

10.6      Scouts

10.6.1     UCM units that are scouts: Wolverine, Praetorian Snipers, Wolf Command, Polecat buggy

10.6.2     Scourge units that are scouts: Minders, Emeritus Incendiary drones

10.6.3     PHR units that are scouts: Valkyries, Mercury Scout, Janus, Hermes

10.6.4     Shaltari units that are scouts: Yari, Tate

10.6.5     Resistance units that are scouts: Sappers, Scout ATVs, AA gun technical,

10.7      Infanty: Use the below chart for CQB value:

Factions

Unit

CQB

Standard?

Points

Def

UCM

Legionnaires

1

x

20

2

UCM

Hazard suits

1 heavy

 

35

4

UCM

Flak AA

1 weak

 

35

2

UCM

Mortar

1 weak

 

35

2

UCM

Snipers

3 weak

 

35

2

UCM

Prateorian

3 alt 2 heavy

 

40

2

Shaltari

Pungari

1 weak

x

15

1

Shaltari

Ronin battlesuit

3

 

25

4

Shaltari

Ronin Blade

2 heavy alt 4

 

30

4

Shaltari

Brave

1 heavy

x

35

4

Shaltari

Firstborn

2 heavy alt 4

 

50

4

Scourge

Prowler

2 heavy

 

10

4

Scourge

Raptor

2

 

10

4

Scourge

Razorworms

2 heavy

 

20

3

Scourge

Warriors

1

x

25

2

Scourge

Screamer

1

 

40

4

Scourge

Demolishers

2 heavy

 

45

4

Scourge

Eviscerators

3 heavy or 5

 

50

4

Resistance

Fighters

1

x

25

2

Resistance

Berzerkers

3

 

30

1

Resistance

Sappers

1 Weak

 

35

2

Resistance

Veterans grenades

2 Heavy

 

40

2

Resistance

Veterans machine pistols

3

 

40

2

Resistance

Freeriders

1 Weak

 

40

3

PHR

Immortals

2 weak

x

30

3

PHR

Longreach

1 weak

 

45

3

PHR

Siren

6

 

50

1

PHR

Valkyrie

2

 

50

2

PHR

Medusa

1 Heavy

 

100

3

10.7.1     Weak: The enemy armour count as one better than it is.
Heavy: The enemy armour count as one lower than it is. The enemy is always damaged on a 6.  

10.7.2     Remember that you fight with CQB value x any DP the base have left.

11.               Cards

11.1      Cards have two effects, Global or Sphere. Sphere is of course if the target is within Sphere of influence. A player may only use one of these effects, never both.

11.2      Scout units have 8” sphere of influence.

11.3      Commanders Sphere of influence range is as the V2 rulebook.

12.               Special rules changes:

12.1      Dodge can not be combined with passive saves. Only one allowed to be used.

12.2      Fast is changed to this rules’ fast movers.

12.3      Anti Aircraft always ignore 2 Evasive – ignore the number in the army list.

12.4      Area weapons. Roll to hit. If a 1 it misses completely. If it misses otherwise the target is still hit at -2E (no template). If hit place the large template center on the target. Under or partially under will be hit at full strength.

12.5      Articulated ignore all units in their Squad when shooting and any Scattered terrain closer to the attacker than to the Target.

12.6      Flame weapons ignore evasive. They may also do reactive fire against infantry (+2 Acc). They may also fire against targets in Garrisons where their own infantry are. Each miss-roll of a 1-2 hits random friendly squad in the Garrison even when reactive. Flame weapons targeting a Garrison or models inside the building always do 2 damage on the Garrison. Flame weapons ignore soft and body cover.

12.7      Focus fire may only reach double E in total energy or Energy 9, whichever is the highest.

12.8      Devestator may do double damage on Garrison.

12.9      Destroyer only works if the shot actually can damage the target normally. 


Cards
You need the general cards and the specific faction cards. Total 36+16 cards in each deck. The ones below are not in a sensible printable format. Email me at egge_81@hotmail.com if you want the excel-file. 











No comments:

Post a Comment