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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    

 

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

 

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