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HOTT Science Fiction
Page history
last edited
by Tony Barr 16 years, 4 months ago
HOTT for Science Fiction
By John Leahy. Based on an original concept by Bruce McFarlane
Troop Types
- HQ [Generals] - Divisional Headquarters and Command Center
- Heavy Weapons Infantry [Blades] - Heavy weapons companies armed with heavy machineguns, Plasma guns, Rocket Launchers, mortars, AT rockets, etc.
- Infantry [Warbands] - All reasonably trained regular armed foot soldiers
- Shock Infantry [Hordes] - All poorly or partially trained troops that rely weight of numbers rather than firepower to intimidate the enemy; Orc wave tactics
- Assault Infantry [ Blades] - All troops armed with short-range, rapid fire weapons or jaws, claws or mandibles that must get in close to the enemy to bring their destructiveness to bear.
- Engineers [Blades] - All troops trained, primarily, in constructions, demolitions and specialized weapons (flamethrowers etc.)
- Recon [Beasts] - All troops who's primary role is to seek out and find the enemy, rather than meet the enemy in a firefight
- Cavalry [Warbands] - All armed mounted infantry which used mounts to move to the battlefield, but could fight on foot if needed; Imperial Guard Cavalry.
- Heavy Cavalry [Knights]- often well armored warriors on heavy horses or other beasts whose charge is designed to sweep away their foes.
- Titan Class Vehicles [Behemoth]- Machines of exceptional size, utilized to smash through the heart of an enemy's defenses. AT-AT's, Bolo's, Ogre's, Squat Cyclops, Colussus, Leviathin, 40k Titans, etc.
- Super Heavy Vehicles [Heroes] - The later generation large tanks that had exceedingly thick armour and long-range cannons; BaneBlades, Shadow Swords, Eldar Tempest's, Cobra's, Scorpion, Squat Land Trains, Orc Battle Fortresses, BattleTech Atlas, etc.
- Heavy Vehicles [Knights] - All large vehicles that were meant to achieve a breakthrough in the enemy line. Leman Russ, Land Raiders, Pattons, Rommels, Slammers Tanks,etc.
- Medium Vehicles [Riders] - Main line vehicles that most armies of the day depended upon. Tanks capable of Anti-armour warfare as well as Close support for the infantry. Predators, Vypers, Falcons, Landspeeders, Snowspeeders, Orc Battlewagons, etc.
- Light Vehicles [Beasts] - All thin armoured, small-caliber cannon or machine-gun armed vehicles that depend on stealth and speed rather than armour for protection. Armoured Cars and small tanks used for Reconnaissance and scouting rather than infantry support of breakthrough; War buggies, War Walkers, Jet Bikes, War Tracks, AT-ST's, etc.
- APC's [Rider]- All armoured vehicles used to transport infantry and towed weapons rather than be a fighting-vehicle themselves. Rhino,
- Trucks [Lurkers] - All soft-skinned vehicles that were used primarily to transport troops, supplies and towed weapons. Note although listed as "Lurkers" these vehicles are not restricted to any one terrain feature on the table and may travel anywhere on the board.
- Horse [Lurkers] - all wagons, limbers etc. that used horses to carry supplies, troops and towed weapons. Note although listed as Lurkers these vehicles are not restricted to any one terrain feature on the table and may travel anywhere on the board.
- Towed Light Anti-Tank Guns [Shooters] - All light towed weapons used as an anti-tank weapon.
- Towed Heavy Anti-Tank Guns [Shooters]- All heavy towed weapons used as an anti-tank weapon.
- Self-Propelled Anti-Tank Vehicles [Behemoth] - All lightly armoured vehicles with large-caliber cannon, used primarily in an anti-tank roll, rather than infantry support; Dreadnoughts, etc.
- Towed Light Artillery [Artillery] - All light cannon designed to deliver indirect, high-explosive fire. Only fires in the opposition's fire-phase and only if it did not move or pivot in its previous movement phase.
- Self-Propelled Light Artillery [Artillery] - All light cannon designed to deliver indirect, high-explosive fire, mounted on its own tracked vehicle. Only fires on the opposition's fire-phase, but does so regardless as to whether it moved or pivoted in the previous movement phase.
- Towed Heavy Artillery [Artillery] - All heavy cannon designed to deliver indirect, high-explosive fire. Only fires in the opposition's fire-phase and only if it did not move or pivot in its previous movement phase.
- Self-Propelled Heavy Artillery [Artillery] - All heavy cannon designed to deliver indirect, high-explosive fire, mounted on its own tracked vehicle. Only fires on the opposition's fire-phase, but does so regardless as to whether it moved or pivoted in the previous movement phase. Goliath Mega Cannon, Death Strikes, etc.
- Heavy Bomber [God] - All aircraft designed to deliver a large quantity of high-explosive bombs over a wide area;
- Nightwing, Overlord Armored Airship, etc.
- Fighter Bomber [Dragon] - All medium and dive bombers intended to deliver a high-explosive bomb or armour penetrating missile to a specific point on the ground; etc.
- Transport VTOL's [Air Boat]-variety of different air vehicles whose primary role is ground support or AT fire.
- Attack VTOL's [Air Boat]- variety of different air vehicles whose primary mission is to transport men and material or to be used as a gun platform or ground support fire.
- Fighter [Dragon] - All planes that were designed primarily to shoot down other air vehicles; etc.
- Anti-Aircraft [Magician] - All ground weapons, including Flak and multi-barreled weapons which were designed to bring down enemy air vehicles.
- Special Forces [Sneakers] - All troops which use stealth to infiltrate and disrupt the enemy; Commandos, Rangers, Frogmen, Resistance cells etc.
- Mines [Lurkers] - All manner of passive anti-personnel and anti-vehicle explosives, booby-traps and land-mines. Although labeled "Lurkers" mines do not have to be placed in a terrain feature (although they may be). Before the game the player may secretly designate any 6" by 3" area on his half of the table as a minefield, for every mine he has purchased.
- Landing Craft [Artillery] -
Combat
Unit |
HOTT Equivalent |
Move |
Vs. |
Range |
AP |
Good |
Bad |
Road |
Foot |
Vehicle |
Air |
HQ |
General |
10" |
10" |
10" |
+1* |
+1* |
+1* |
- |
Free |
*HQs add 1 to the die roll when the element it is attached to is in combat. HQs can move 10" and attach to another element in its command for a cost of 1 PIP. If the element an HQ is attached to is destroyed roll a d6 for the effect on the HQ:
- 1,2,3 = no effect HQ moves to closest element in its command
4,5 = HQ disrupted remove from table for d6 turns, after which it returns to any element in its command. All actions take 2 PIPS in HQ's absence
6 = HQ destroyed remove from table permanently.
All actions take 2 PIPS in HQ's absence
Since the Regiments, Brigades, Divisions of the various nationalities vary so much in size we cannot use a d6 as the command roll for all of them. Instead we use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of the formation, (excluding transport elements - horse, trucks, APC's etc.) as listed:
- formations of 1-6 elements use a d2;
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;
formations of over 18 elements use a d10.
In addition we can now rate the commanders; Poor commanders use a die one level lower than called for [ie. a d6 becomes a d4]; average commanders use the die, as listed; superior commanders use a die one level greater than called for [ie. a d10 becomes a d12].
Movement and Factors
Unit
|
HOTT Equivalent |
Move |
Vs. |
Range |
AP |
Good |
Bad |
Road |
Foot |
Vehicle |
Air |
Titan Class vehicle |
Behemoth |
6"
|
3"
|
6"
|
+6
|
+6
|
+6
|
12"
|
6
|
Super-Heavy Vehicle |
Hero |
5" |
2" |
5" |
+5 |
+5 |
D2 |
6" |
4 |
Heavy Vehicle |
Knight |
3" |
2" |
4" |
+3 |
+4 |
D2 |
5" |
2 |
Medium Vehicle |
Rider |
5" |
2" |
5" |
+3 |
+3 |
D2 |
4" |
2 |
Light Vehicle |
Beast |
5" |
5" |
5" |
+2 |
+2 |
D2 |
4" |
2 |
Horse-drawn * |
Lurker |
2" |
2" |
4" |
D0 |
D0 |
D0 |
- |
0 |
Truck * |
Lurker |
4" |
2" |
6" |
D1 |
D1 |
D2 |
- |
1 |
APC's * |
Rider |
5" |
2" |
6" |
D3 |
D4 |
D2 |
- |
2 |
Heavy Weapons |
Blades |
2" |
2" |
2" |
+5 |
+3 |
D2 |
4" |
2 |
Assault Infantry |
Blades |
3" |
3" |
3" |
+5 |
+3 |
D3 |
0" |
2 |
Recon |
Beasts |
4" |
4" |
3" |
+3 |
+4 |
D4 |
2" |
2 |
Infantry |
Warbands |
3" |
3" |
3" |
+3 |
+4 |
D3 |
2" |
2 |
Shock Infantry |
Hordes |
3" |
3" |
3" |
+2 |
+2 |
D3 |
0" |
1 |
Cavalry |
Warbands |
3"
|
3" |
5" |
+3 |
+4 |
D2 |
2" |
3 |
Heavy Cavalry |
Knights |
4"
|
2"
|
5"
|
+4
|
+5
|
D3
|
0"
|
3
|
Engineers |
Blades |
2" |
2" |
3" |
+5 |
+3 |
D2 |
0" |
2 |
Towed Light Artillery |
Artillery |
0" |
0" |
0" |
+4 |
+2 |
D2 |
6"/12" |
2 |
Towed Heavy Artillery |
Artillery |
0" |
0" |
0" |
+6 |
+2 |
D2 |
10"/20" |
3 |
SP Light Artillery |
Artillery |
3" |
2" |
4" |
+4 |
+2 |
D2 |
6"/12" |
4 |
SP Heavy Artillery |
Artillery |
3" |
2" |
4" |
+6 |
+2 |
D2 |
10"/20" |
5 |
Light AT Gun |
Shooter |
0" |
0" |
0" |
+2 |
+4 |
D2 |
4" |
2 |
Heavy AT Gun |
Shooter |
0" |
0" |
0" |
+2 |
+6 |
D2 |
6" |
3 |
Self-Propelled AT |
Behemoth |
5" |
2" |
5" |
+3 |
+5 |
D2 |
6" |
4 |
Heavy Bomber |
God |
24" |
24" |
24" |
+6 |
+6 |
D6 |
0" |
4 |
Fighter Bomber |
Dragon |
24" |
24" |
24" |
+2 |
+6 |
D4 |
6" |
4 |
Fighter |
Dragon |
24" |
24" |
24" |
+2 |
+2 |
+6 |
6" |
4 |
Transport VTOL's |
Air Boat |
10"
|
10"
|
10"
|
+3
|
D2
|
+2
|
4"
|
2
|
Attack VTOL's |
Air Boat |
10"
|
10"
|
10"
|
+5
|
+3
|
+3
|
6"
|
3
|
Anti-Aircraft |
Magician |
0" |
0" |
0" |
D1 |
D1 |
+4 |
12" |
3 |
Special Forces |
Sneakers |
3" |
3" |
4" |
+4 |
+3 |
D3 |
2" |
3 |
Mines |
Lurkers |
- |
6" |
- |
+2 |
+2 |
na |
0" |
1 |
Landing Craft |
Artillery |
- |
3" |
- |
D4 |
D3 |
D2 |
- |
3 |
Notes
|
* May carry 1 Infantry/artillery/AT gun |
Artillery can fire indirect or at longer range if they have an element from same command in line-of-sight and within 6" of target. |
Engineers may build/destroy bridge on "6" |
D1, D2, D3, D4, D6 = can only be used in defense; attacker cannot be hurt. |
Combat Results
Unit
|
Quick Killed By |
Quick Kills On |
Titan Class Vehicles (Tank) |
Destroyed by Titan when in contact, otherwise recoil |
Titan, Tanks,Artillery, Fighter, FB, Bomber, Trucks, Horses, Sp-AT, At guns: Spec Forces flee 6" |
Super-Heavy Vehicles (Tank) |
Destroyed by AT, SP-AT, or Artillery just contacted Otherwise recoil |
Artillery, Fighter, FB, Bomber, Tanks, Trucks, Horses, or SP-AT, AT Gun just contacted SpForces flee 6" |
Heavy Vehicles (Tank) |
Destroyed by AT Gun, SP-AT Otherwise recoil |
Artillery, Fighter, Fighter Bomber, Trucks, Horses, Lt.Vehicles, Shock Infantry, Infantry or SP-AT, AT Gun just contacted. SpForces flee 6" |
Medium Vehicles (Tank) |
Destroyed in Bad Going Otherwise recoil |
Art., Fighter, Figh.Bomber, Trucks, Horses,Lt Vehicles or SP-AT, ATgun just contacted SpForces flee 6" |
Light Vehicles (Tank) |
Destroyed by any Tank in contact Otherwise recoil |
Art., Fighter, Figh.Bomber, Trucks, Horses, or SP-AT, ATgun just contacted SpForces flee 6" |
Horse-drawn * |
Destroyed by all |
Destroyed by all |
Truck * |
Destroyed by all |
Destroyed by all |
APC's * |
Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber, Trucks, Horses, SP-AT, ATguns SpForces flee 6" |
Heavy Weapons |
Destroyed by Infantry or Shock Infantry. Otherwise recoil |
Artillery, Fighters, Fighter Bombers, Trucks or Horses. Special Forces flee 6" |
Assault Infantry |
Destroyed by Recon,Shk Inf. Otherwise recoil |
Art., Fighter, Fight.Bombers, Trucks, Horses SpForces flee 6" |
Recon |
Destroyed by Tanks in contact Otherwise recoil |
Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Infantry |
Destroyed by Tanks in Good Going Otherwise recoil |
Hwps, Assault Infantry, Shk.Inf. Art., Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Shock Infantry |
Destroyed by Tanks in Good Going Otherwise recoil |
Art., Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Cavalry |
Destroyed by Tanks in Good Going Otherwise recoil |
Hwps,Assault Inf, Shk.Inf. Art.Fighter, F.Bomb,Trucks, Horses Destroyed SpForces flee 6" |
Engineers |
Destroyed by Recon, Shk Inf. Otherwise recoil |
Art.,Fighter, Fight.Bombers, Trucks,Horses SpForces flee 6" |
Towed Light Artillery |
Destroyed by any in contact |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Towed Heavy Artillery |
Destroyed by any in contact |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
SP Light Artillery |
Destroyed by any in contact |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
SP Heavy Artillery |
Destroyed by any in contact |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Light AT Gun |
Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Heavy AT Gun |
Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Self-Propelled AT |
Destroyed by Art Fighter,Art., Fight.bomber Otherwise recoil |
Fighter, Figh.Bomber Trucks, Horses, or Tanks, SP-AT, ATgun just contacted
SpForces flee 6" |
Heavy Bomber |
Destroyed by any Fighter, F.Bomber Otherwise recoil |
Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Fighter Bomber |
Destroyed by any |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Fighter |
Destroyed by any |
Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
Transport VTOL |
Flee 6" from AA |
Tanks (except Titan), Arty., FB, Trucks, Horses, SP Forces flee 6" |
Attack VTOL |
Flee 6" from AA |
Tanks (except Titan), Artillery, Fighter Bomb, Trucks, Horses, SP Forces flee 6" |
Anti-Aircraft |
Destroyed by any in contact |
Fighter, Figh.Bombers, Heavy Bombers SpForces flee 6" |
Special Forces |
Flee 6" from all |
HQ., BaseCamp, Other SpForces |
Mines |
Destroyed by all |
All except Engineers or elements with Engineers in rear-support |
Landing Craft |
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Optional Rules
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that limit is reached the element is removed from the table. Conscript = 2 recoils; Regulars = 3 recoils; Veteran = 4 recoils; Elite are removed upon their 5th recoil. For points values multiply the base AP value by the number of recoils allowed (ie. Elite Infantry would be 2 elements x 5 recoils = 10).
Aircraft
Aircraft take only ONE PIP to move
TRANSPORT NOTES
Trucks, horses and APC's are transports and can carry one element of Infantry, Artillery or Anti-tank. There is no cost to disembark - just remove the transport element and replace it with the element stand. Riders cannot disembark while the transport element is in contact with enemy units, however. While riding in the transport the rider cannot fire or melee and suffers the same fate as the transport when hit.
Embarking is more difficult. The combat element must not be in contact with any enemy elements. To embark onto a transport costs each element 1 CP. Place a transport element on the table and remove the element stand.
OPERATIONAL MOVES
In Large scale games if an element or group of elements starts a turn more than 6" away from any enemy ground elements and on a road, it may move at as many march moves as the commander has PIPs to spare. Infantry units move at regular road speed. Elements that move via march move cannot make a tactical move at the same time.
Players may want to experiment with instituting flank marches and ambush rules from DBM, as well.
COMBAT FACTORS
+1 If the element is with a general and in close combat or shot at.
+1 If in close combat and either up hill or defending a riverbank (except AIR).
+2 Target being shot at in cover.
+2 Infantry, Assault, Heavy Weapons, Recon, Sp. Force in close combat while in cover.
+2 Infantry in close combat against cover, with Engineers support.
+2 Infantry in close combat against open with Medium or Heavy vehicle support (tank may not used ranged fire in such a situation).
-1 For each flank overlapped, and/or each enemy element in contact with flank or rear, or for each 2nd or 3rd element aiding in shooting.
Divisional Organizations
GW Epic 40K Lists
|
Some sample Units |
Space Marine Task Force |
HQ + 1x Hvy Wpns + 4x Infantry + 1x Assault Inf + 1x Recon + 4x Apc's + 1x Heavy Vehicle, 1x Transport VTOL, 1x Lt. Vehicle, 1x SP Lt Arty |
32AP |
Titan Legion Battle Group |
HQ + 3x Titans + 3x Infantry + 2x Hvy Vehicles + 3x APC + 1x Medium Vehicle |
36AP |
Imperial Guard Regiment |
HQ + 1x Titan + 6x Shock Inf. + 1x Assault Inf + 1x Recon + 4x Hvy Wpn + 2x Super Hvy Veh + 3x Hvy Veh + 1x Sp Hvy Arty + 1x Sp Lt Arty + 1x Hvy Atg |
47AP |
Squat Brotherhood |
HQ + 2x Infantry + 1x Hvy Wpn + 1x Ass. Inf + 2x Lt. Veh + 3x towed Lt Arty + 1x Sp Hvy Arty + 2x Titan + 1x AA + 1x Hvy Bomber + 2x Attack VTOL's |
48AP |
Orc Horde |
HQ + 10x Shk. Inf. + 2x Hvy Wpn + 4x Lt.Veh + 4x Med Veh + 2x S-Hvy Veh + 1x Titan + 1x Recon + 1x Lt. Atg + 1x SP Hvy Arty + 2x Hvy Veh + 1x SP Lt Arty |
60AP |
Eldar |
HQ + 3x Inf + 3x Ass. Inf + 1x Hvy wpn + 6x Med veh + 2x Lt. Veh 1x Lt. Atg + 1x Hvy Atg 2x S-Hvy Veh + 2x Sp Lt. Arty 1x Titan + 2x Attack VTOL's |
63AP |
Chaos Horde |
HQ + 1x Titan 3x Inf + 1x Hvy Wpn + 6x Shock Inf + 2x Knights + 1x Sp Hvy Atg + 1x Hvy Bomber + 2x FB + 1x Fighter + 1x Sp Hvy Arty + 3x Hvy Vehicles |
55AP |
Mobile Infantry Division |
HQ + 12x Infantry + 3x Hvy Wpn + 3x Fighter Bomber + 4x Transport VTOL + 4x Med Veh (Power Armor) |
54AP |
Arachnid Swarm |
HQ (Brain) + 20x Assault Inf (Warriors) + 2x Sp Hvy Arty (Plasma Bugs) + 4x Hvy Veh (Tankers) + 3x Recon (Hoppers) |
64AP |
HOTT Science Fiction
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