# Disrupter

## *Version 0.2.5*

Disrupter is an open source set of rules for 10mm miniatures wargaming. It is platoon scale and infantry focused. Players take the role of a squad of veteran freelance mercenaries in the future. They have automated their forces, so half of their platoon consists of sophisticated, semi-autonomous battlefield robots.

Disrupter is inspired by the NSR movement in ttrpgs. It is seeking to be an NSR equivalent to the Game Designers' Workshop game Striker. If you want to play Striker, it is well-written and still available, this is not an attempt at a direct clone. It is more inspired by the approach of a game like Shovel Knight by Yacht Club Games that gives players an enjoyable modern experience that elicits the same feeling as older games. It is also highly influenced by the 0e version of the Panic Engine used in Mothership by Tuesday Knight Games, Dropzone Commander by TTCombat, and CAV: Strike Operations by Talon Games.

Striker focuses on operations all the way up to a company level. Disrupter focuses only on the platoon level. Striker has the technology levels and equipment to support everything from WWI to the future with a full gamut of vehicles. Striker includes sophisticated design sequences allowing you to create any weapon or vehicle that you could want. Disrupter is much more purposeful and tries to replicate the command and turn structure of Striker while providing a much more focused set of Armor, Weapons, Bots, and, eventually, vehicles. Disrupter also adopts the terse, text-only, cross-referenced writing style of Striker along with its central hook of structured written orders.

Dropzone Commander is at the platoon level, but it has a larger focus on vehicles than Disrupter. Version 0.1 of Disrupter focuses exclusively on infantry and one infantry-like vehicle (inflatable transport boat).

Eventually, we want the game to develop infantry scale vehicle rules (atvs, jeeps, apcs, trucks, small numbers of small tanks, etc.) influenced by Gaslands. The goal is to eventually create a tabletop game that resembles the early prototypes of Halo as a tactics game like the games in the Myth franchise. This includes a focus on a small number of weapons and vehicles that are super fun to manuever.

## **License**

[The Creative Commons Attribution 4.0 International license](/license) was chosen because we want people to be able to take these rules and run with them. However, we are not running a licensing department and provide no support. RV Games does want to make these rules into a published product at some point in time; however, we plan to keep the Disrupter rules free and open source on github in perpetuity.

## **Contributing**

We welcome for people to make a Pull Request if they would like to work on items on the [TODO](/todo) list, share optional rules, equipment, game modes, or platoons to become an official part of Disrupter. There are some rough guidelines for creating this content; however, there are not yet formalized design sequences for Disrupter. Contributions to the core rules, game modes, and equipment will only be integrated with great thought. The core rules are the kernel of an extensible system, this game is built with the Unix philosophy of small interrelated parts.

We give fair warning that the license does allow for commercial use, so like all open source projects, you will not receive any compensation from commercial derivatives of the work you contribute to the project. If you feel this is unfair, you can create a fork with a different license or sell your own derived product, those are your rights under this license as well.


# Rules

### \[streamline]

*Rules tagged with \[streamline] exist to create a rules light version of the game. The main rules are a "full fat" wargame. Disrupter is flexible, and you should adapt different aspects of these rules as you see fit within your home game or commercial product. Disrupter is a generic, miniatures agnostic open source wargame system focused on customization.*

### \[mothership]

*Rules tagged with \[mothership] are tips for Wardens who may wish to incorporate aspects of Disrupter in their Mothership campaigns. YOU DO NOT NEED A COPY OF THE MOTHERSHIP RULES TO PLAY DISRUPTER. DISRUPTER **IS NOT** A LICENSED MOTHERSHIP PRODUCT. Much like how Striker was its own generic wargame that happened to include some Traveller hooks and equipment, Disrupter is its own game with Panic Engine in its bones. This comes from Mothership and the Mothership community, but it is not a Mothership module.*

## **Set Up** <a href="#setup" id="setup"></a>

### **Rule 1 - Number of Players** <a href="#rule1" id="rule1"></a>

Disrupter is currently designed for two-sided battles. Rules for having three or more platoons facing each other will probably come later with the addition of further game modes. However, each side is cooperative and can be asymmetrical. It is best suited to games that are 1v1 all the way up to games that are 3v3. When multiple players are on the same side, they play cooperatively with each player taking on the role of an Officer within their Platoon (see [Rule 9](#rule9)). It is possible to play the game solo as well, you just have to control the opposing force, there are no special solo rules at the moment. Having someone who knows the rules well play as a referee can definitely make gameplay smoother, but a referee is not a requirement.

1v2+ (up to 5) games take on the vibe of a ttrpg with one player operating as referee to provide a co-operative experience for the other players at the table. See the [Campaign](/game_modes/campaign) game mode for more ideas about how to play this way.

### **Rule 2 - Board** <a href="#rule2" id="rule2"></a>

Disrupter is designed for 24"x24" or 36"x36" boards containing approximately 50% Terrain. This is to ensure that games stay short and engaging unlike with a larger board.

* Buildings
* Light Cover
  * Forest, Jungle, Undergrowth, Barricades, Unmanned Vehicles, etc.

You can build your own terrain if that's your thing, but we highly suggest using things you already have or using play surfaces from other games and from toys. We want you play, not worry about your crafting skills. For a city environment, we suggest using the tiles and buildings from a Dropzone Commander [City](https://ttcombat.com/collections/dropzone-commander/products/cityscape)/[Ruinscape](https://ttcombat.com/collections/dropzone-commander/products/ruinscape?variant=31743811158064). For a jungle environment, we recommend a [Children's Playset](https://www.amazon.com/Military-293PCS-Mini-Aircrafts-Boats-Pretend-Figurines/dp/B08TRG4GB4). There are plenty of digital maps available that you can adapt if you are wanting to play using a VTT.

We suggest drawing or overlaying a 50mm hex grid on top of the terrain (see [Rule 4](#rule4) and [Rule 5](#rule5)). This is very simple to do if you are playing using a VTT or with taped down transperency sheets (which also allow you to write on them with wet erase markers).

### **Rule 3 - Dice** <a href="#rule3" id="rule3"></a>

Disrupter is a d100 roll under system (see [Rule 7](#rule7)), so it uses a subset of a full Mothership Dice Set.

* 8 differently colored d100 sets - Blue, Green, Yellow, Purple, Pink, Red, Black, and Ivory
  * The different colors help yout multiple rolls simultaneously
* 1 red d20 per player

### **Rule 4 - Miniatures** <a href="#rule4" id="rule4"></a>

Disrupter is designed for use with 10mm miniatures that have been based individually (See [Starter Platoon](/platoons/starter)). They are really easy to paint, and we suggest spending as little time as possible painting your miniatures to get on the board. We suggest using white primer and solid color (red and blue) Speedpaint for human miniatures and black primer and metallic (gold and silver) applied via a dry brush (Slap Chop Method) for [Bots](/equipment/bots).

However, we encourage you to re-use miniatures that you already have. It is easy to scale up and down the model size and measurements (see [Rule 5](#rule5)). You can use chits, coins, or even meeples. A standard meeple is at a 15mm scale. Get a Platoon on the board!

#### ***Basing*** <a href="#rule4.basing" id="rule4.basing"></a>

We make some unorthodox suggestions about basing, but please use based models that you already have, use movement trays, or move individual Units. Our suggestions for basing seek to make bookkeeping and measurement as simple as possible while playing.

We suggest sticking [50mm flexible steel bases](https://litko.net/products/quote_1034434584) onto [6mm thick black plastic 50mm hex bases](https://litko.net/products/quote_1034434458). We suggest drilling small holes in the individual Unit bases and then gluing [small magnets (3mmx1mm)](https://www.amazon.com/TRYMAG-Magnets-Whiteboard-Billboard-Hobbies/dp/B09MQ3JXLV) into the hole. This way, you are able to remove Units from a stand, and they stay in place more solidly than if using a movement tray.

These 50mm hex bases allow you to play on a hex grid, or you can use extra bases as rulers if you are playing using measurement instead of a grid (see [Rule 5 - Ruler Distance](#rule5.ruler)). The thick plastic base also allows you to label the bases with a code for their team and squad designation, making for easier tracking of Orders (See [Rule 9 - Giving Orders](#rule9.orders)) and Wounds (See [Rule 6](#rule6)) on your [Platoon Card](/platoons/starter). A paint or white out marker or a label maker work best for this.

For traditional basing, miniatures for Infantry should be based four to a Stand (See [Size of Force](/rules/size_of_force)). You need some way to remove or mark (small rubber bands are recommended) Units when they need to be removed from the Board if you want to use traditional basing.

## **Rule 5 - Measurement** <a href="#rule5" id="rule5"></a>

Movement and Range are indicated in hex measurements (see [Rule 4 - Basing](#rule4.basing)).

### **Range Bands** <a href="#rule.5.range" id="rule.5.range"></a>

| Close (C) | Medium (M) | Long (L) |
| :-------: | :--------: | :------: |
|     1     |      2     |     3    |

### **Ruler Distance** <a href="#rule.5.ruler" id="rule.5.ruler"></a>

You do not need to play on a hex grid (see (./#rule2)) and [Rule 4 - Basing](#rule4.basing)); it is possible to use ruler measurement as well. Measure from the same part of the stand to the same part of the stand (center to center, front to front, etc.) using the following conversion factor. You can use this conversion factor to help you scale up or down your miniatures as well, depending on what you have available to you.

```
1 Hex = 50mm = 2"
```

## **Rule 6 - Stats** <a href="#rule6" id="rule6"></a>

All statistics are provided as a percentage likelihood of completing a risky Action (See [Rule 7](#rule7)) unless stated otherwise. The maximum level of all Stats is 80% to accomodate for the boost given by Advantage (See [Rule 7](#rule7)).

| Stat (Abbreviation) | Description                                                                                                                    | Determined By |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------ | ------------- |
| Instinct (I)        | Likelihood of making Battlefield Actions (See [Rule 16](#rule16))                                                              | Class         |
| Armor (A)           | Likelihood of taking damage from Fire (See [Rule 16 - Firing](#rule16.firing))                                                 | Equipment     |
| Wounds (W)          | Number of Wounds taken before incapacitation or death (See [Campaign](/game_modes/campaign))                                   | Equipment     |
| Movement (M)        | Number of hexes that can be traversed during a Movement Action (See [Rule 5 - Ruler](#rule5.ruler) for Measurement Conversion) | Equipment     |

*\[streamline] All Units only have 1 Wound, regardless of* [*Equipment*](/equipment)*. This makes the game more lethal, and it means that you no longer need to track Wounds on your* [*Platoon Card*](/platoons/platoon_card)*.*

## **Rule 7 - Checks and Saves** <a href="#rule7" id="rule7"></a>

Success and Failure in disrupter are determined entirely by d100 dice rolls (See [Rule 3](#rule3)). Rolling under a Stat leads to Success, rolling at or over a Stat leads to Failure. A roll of 00-0 is the number 0, not 100.

You make an Instinct Check to attempt risky Battlefield Actions (See [Rule 16](#rule16)). You make an Armor Save to attempt to avoid being Wounded (See [Rule 16 - Firing](#rule16.firing)).

A Critical Success or Critical Failure is rolled when the dice are doubles (11, 22, etc.).

Advantage \[+] means to roll twice and take the most favorable result.

Disadvantage \[-] means to roll twice and take the least favorable result.

Critical Successes and Critical Failures are always used even with \[+] or \[-].

## **Rule 8 - Stress and Panic** <a href="#rule8" id="rule8"></a>

Stress is a counter with a maximum of 20 representing the stress levels for each Platoon as a whole.

A Panic Check requires rolling over current Stress with a d20 (See [Rule 3](#rule3)) or the rolled effect occurs from the appropriate [Panic Table](/rules/panic) (See [Rule 9](#rule9)).

* Gain 1 Stress during the Initiative Phase of each Game Turn (See [Rule 11](#rule11))
* Gain 1 Stress for every Critical Failure (See [Rule 7](#rule7))
* Lose 1 Stress for every Critical Success (See [Rule 7](#rule7))
* Gain 1 Stress and make a Platoon [Panic Check](/rules/panic) for every friendly human death
* Make a Team [Panic Check](/rules/panic) for each Team within Close Range of a human taken off the board, including the Team with the Wounded soldier
* Bots do not Panic (See [Rule 9 - Classes](#rule9.classes))

*\[streamline] Do not track Stress and conduct Panic Checks.*

## **Rule 9 - Chain of Command** <a href="#rule9" id="rule9"></a>

At its heart, Disrupter is a game about managing a chain of Command.

* The Commanding Officer (CO) Commands the entire Platoon. There is only one CO per Platoon.
* Non-Commisioned Officers (NCOs) Command Squads.
  * Squads consist of 2-4 Teams, with each Team consisting of 1 Stand or Vehicle ([See Rule 4 - Basing](#rule4.basing)).
* Every Unit within Close Range of an Officer receives \[+] on all Checks and Saves (See [Rule 7](#rule7)).
* Officers must be a member of a Team or occupy a Vehicle, there are no individual Infantry.
* An NCO may assume the role of CO if the CO is incapcitated or killed.
* If all Officers for a Platoon are incapcitated or killed that Platoon automatically Surrenders.
* See the [Blank Platoon Card](/platoons/platoon_card) to better understand the basic structure of a Platoon.

*\[streamline] Make sure every Team with a human contains at least 1 Officer. Officers act on their own volition, so this eliminates the entire Command aspect of the game, making the game play like a more traditional, direct control wargame. If a Team consists entirely of Bots it still needs to be led by another Team with an Officer. This eliminates the need for written orders (see* [*Rule 9 - Giving Orders*](#rule9.orders)*). If you combine this with the \[streamline] single Wound rule (See* [*Rule 6*](#rule6)*), your* [*Platoon Card*](/platoons/platoon_card) *only serves as a reference that you do not have to keep up to date with Current Orders and Wounds.*

### **Classes** <a href="#rule9.classes" id="rule9.classes"></a>

There are three Classes of Units that enable the Chain of Command. All Units are equipped with [Weapons](/equipment/weapons)chosen by each CO during the Intelligence Briefing (See [Rule 10](#rule10)). Instinct is determined by class and Wounds (W) and Movement (M) are determined by equipped [Armor](/equipment/armor) for humans and model specifications for [Bots](/equipment/bots) (See [Rule 6](#rule6)).

* Officer, I:80
* Soldier, I:60
* Bot, I:40

### **Giving Orders** <a href="#rule9.orders" id="rule9.orders"></a>

Officers are able to give Orders to lower ranking Officers (CO to NCO) and Soldiers. Orders may be given over the radio. There is no range to radio, and you may assume that every Unit has access to a helmet radio. Orders are short written statements recorded on a [Platoon Card](/platoons/platoon_card). They take the form of a single, direct sentence. Units follow their Orders without deviation with small exceptions for Taking Cover (See [Rule 13](#rule13)), avoiding Fire (See [Rule 16 - Firing](#rule16.firing)), and returning with Reaction Fire (See [Rule 15](#rule15)) for self-defense.

Orders for NCOs should be broad enough to give them the autonomy to complete their outcomes. You are not giving turn-by-turn instructions. Orders for Soldiers should be more specific.

These rules are fuzzy on purpose. Striker takes a lot of space describing what Orders look like, and I think it sucks a lot of the fun out of giving Orders.

### **Leading** <a href="#rule9.leading" id="rule9.leading"></a>

Officers and anyone they Lead are able to freely use Movement Actions (See [Rule 14](#rule14)) and Battlefield Actions (See [Rule 16](#rule16)). An Officer is able to Lead any Units that are within Close Range (See [Rule 5 - Range Bands](#rule5.range)). Bots are unable to follow Orders and can only be Led. Bots can only Retreat and Take Cover and conduct Reaction Fire (See [Rule 15](#rule15)) for self-defense if they are not within Close Range of an Officer ((See [Rule 5 - Range Bands](#rule5.range))).

## **Game Structure**

### **Rule 10 - Intelligence Briefing** <a href="#rule10" id="rule10"></a>

The Intelligence Briefing functions much like a session zero in a ttrpg. The Intelligence Briefing may take place on the table right before a game, or it can take weeks of negotiation, or anything in between.

The following decisions are first made during the Intelligence Briefing:

* The number of players (see [Rule 1](#rule1))
* The specific rules being used for the game including the [Game Mode](/game_modes)
* The size and composition of forces, documented on [Platoon Cards](/platoons/platoon_card)
* The Board (see [Rule 2](#rule2))

Once the structure of the game has been decided, COs (See [Rule 9](#rule9)) are able to:

* Designate Rally Points on the Board
* Create up to four Code Word Commands for Orders for each NCO (See [Rule 9 - Orders](#rule9.orders))
  * Halt, Rally to specified Rally Point, Retreat (See [Panic](/rules/panic)), and Resume are also default Code Words in addition to CO created orders
* Place the Platoon on the Board
* Give initial Orders to NCOs and Squads (See [Rule 9 - Orders](#rule9.orders))

### **Rule 11 - Turn Structure** <a href="#rule11" id="rule11"></a>

Every turn of the game consists of an Initiative Phase and an Action Phase. During the Initiative Phase Turn order is decided. During the Action Phase Teams may choose to take a Movement Action followed by a Battlefield Action. Actions must be performed in that order during a Turn.

#### **Intiative Phase** <a href="#rule11.init" id="rule11.init"></a>

1. Each Platoon gains 1 Stress (See [Rule 8](#rule8))
2. Both COs make an Instinct Check (See [Rule 7](#rule7))
   * Successful NCO goes first
   * If both are Successful the highest roll goes wins Initiative and goes first
   * A Critical Success always gives first turn, if both COs roll a Critical Success, the higher roll wins Initiative
   * If both COs Fail, roll again until someone wins Initiative
   * *\[streamline] Conduct this Initiative Check only during the first turn and then use a set turn order*
   * *\[optional] Resolve: once per game gain \[+] on this Instinct Check*
3. All NCOs make an Instinct Check
   * Successful NCOs are part of Group 1
   * Failed NCOs are part of Group 2
   * *\[streamline] Eliminate this check, all Squads become members of Group 1, simplifying the Turn Structure*

#### **Action Phase** <a href="#rule11.action" id="rule11.action"></a>

Actions take place in the order determined during the Initiative Phase (see [Rule 11](#rule11)). Each NCO and the Squad they Command (See [Rule 9](#rule9)) must take their actions at the same time during each portion of the Action Phase.

#### ***COs***

COs take their Actions first.

1. CO 1 - Movement and Reaction Fire
2. CO 1 - Battlefield Actions
3. CO 2 - Movement and Reaction Fire
4. CO 2 - Battlefield Actions

COs can instead choose to relieve 1 Stress, replacing both their Movement and Battlefield Actions for the turn.

*\[streamline] COs operate as part of Group 1*

#### ***Group 1***

1. CO 1 - Group 1 - Movement and Reaction Fire
2. CO 1 - Group 1 - Battlefield Actions
3. CO 2 - Group 1 - Movement and Reaction Fire
4. CO 2 - Group 1 - Battlefield Actions

#### ***Group 2***

1. CO 1 - Group 1 - Movement and Reaction Fire
2. CO 1 - Group 1 - Battlefield Actions
3. CO 2 - Group 1 - Movement and Reaction Fire
4. CO 2 - Group 1 - Battlefield Actions

### **Rule 12 - Line of Sight** <a href="#rule12" id="rule12"></a>

Infantry Line of Sight (LOS) is determined by Stand bases (see [Rule 4 - Basing](#rule4.basing)).

If you can draw a straight line between any portion of two Stands, there is LOS.

Friendly Stands and Vehicles are ignored as Obstructions.

Facing does not matter for Infantry and the one Vehicle currently in the game (See [Vehicles](https://github.com/violetballard/disrupter/blob/master/rules/\[vehicles]/README.md).

Vehicles have different LOS rules than Infantry (See [Vehicles](https://github.com/violetballard/disrupter/blob/master/rules/\[vehicle_rules]/README.md)

### **Rule 13 - Cover** <a href="#rule13" id="rule13"></a>

Hexes with Light Cover (See [Rule 2](#rule2)) allow stands to choose to Take Cover. Taking Cover grants I \[-], A \[+].

Stands that fire while Under Cover lose Cover.

A stand can Take or Leave cover as a Movement Action (See [Rule 14](#rule14)) or as a Battlefield Action (See [Rule 16](#rule16)).

### **Rule 14 - Movement** <a href="#rule14" id="rule14"></a>

Movement is conducted by Teams or Vehicles. Not all Teams or Vehicles are required to move (See [Rule 9](#rule9)).

A Stand’s Movement is determined by the Unit with the lowest Movement Stat in the Stand (See [Rule 6](#rule6)).

Only 1 Team or Vehicle may inhabit a hex.

Teams and Vehicles are able to move through friendly Teams and Vehicles..

All Units have Movement 1 when fording streams or rivers. Units may not otherwise move over water unless otherwise noted by Equipment (See [Armor](/equipment/armor) and [Bots](/equipment/bots)) or [Vehicle specifications](/equipment/vehicles).

Vehicles use different Movement rules (See [Vehicle Rules](/rules/vehicles))

### **Rule 15 - Reaction Fire** <a href="#rule15" id="rule15"></a>

After each hex or Vehicle Template for Movement (See [Vehicle Rules](/rules/vehicles)), check if any enemy Teams or Vehicles have LOS on the moving Team or Vehicle.

If an enemy with LOS has orders that indicate they should Fire in that situation, they have not yet Fired during the current Movement Phase, and any of their weapons have range on the moving Team or Vehicle, the enemy must fire on the moving Team or Vehicle. Enemies may use their discretion to Spot Teams or Vehicles or to Fire if they are attempting to stay Under Cover.

### **Rule 16 - Battlefield Actions** <a href="#rule16" id="rule16"></a>

Resolve actions one Team or Vehicle at a time, one Unit at a time. Units must declare targets and the action they will take before resolving actions for the entire Team or Vehicle.

#### ***Spotting*** <a href="#rule16.spot" id="rule16.spot"></a>

You can attempt to Spot an enemy within LOS by making an Instinct Check in order to draw a target out of Cover, paint a target for a missile, or identify a target for a sniper. You can track spotting on the [Platoon Card](/platoons/platoon_card) or using markers on the board.

*\[streamline] All Spotting Checks are automatically Successful.*

#### ***Firing*** <a href="#rule16.firing" id="rule16.firing"></a>

Units may choose to Fire on individual Units or a whole Team or Vehicle. Units with multiple Weapons may only use one Weapon per activation.

The attacker must have LOS on the target. The attacker makes an Instinct Check and the target makes an Armor Save (See [Rule 7](#rule7)). Use the following table to resolve Fire.

| Attacker                             | Target        |
| ------------------------------------ | ------------- |
| ***Success***                        | ***Success*** |
| Inflict Wounds-1                     |               |
| ***Success***                        | ***Failure*** |
| Inflict Wounds                       |               |
| ***Failure***                        | ***Success*** |
| Attacker Instinct \[-] for next Turn |               |
| ***Failure***                        | ***Failure*** |
| No effect                            |               |

*\[streamline] Only the currently active Platoon makes Checks and Saves (See* [*Rule 7*](#rule7)*). They make Armor Saves during Reaction Fire, and they make Instinct Saves when necessary for Combat Actions.*

*\[streamline] \[variant] Player Facing Rolls are used. All weapons automatically hit unless the target Successfully makes an Armor Check (See* [*Rule 7*](#rule7)*). If you combine this with the \[streamline] rules to make Spot and Rally Checks automatically Successful (See* [*Rule 16 - Spotting*](#rule16.spot) *and* [*Rule 16 - Commanding*](#rule16.command)*) and eliminate the use of the Slide Movement Template (See* [*Vehicles*](/rules/vehicles)*), you can completely eliminate the use of the Instinct Stat (See* [*Rule 6*](#rule6)*).*

If a whole Team is fired on, only one Armor Save (See [Rule 7](#rule7)) is made for all of the Units with the same Armor Stat (See [Rule 6](#rule6)).

If multiple Units with the same Instinct Stat (See [Rule 6](#rule6)) are firing at the same target only one Instinct Check (See [Rule 7](#rule7)) is made. \[+] is given to this role if multiple units attack the same target.

The number of Wounds inflicted with a Successful attack is listed for each range for each [Weapon](/equipment/weapons).

When Firing on a Team, the total number of Wounds landed is divided evenly amongst the Units in the Team. Randomly assign Wounds if they don’t split evenly.

*\[streamline] All weapons hit for 1 Wound. This way, you only need the Max Stat (See \[Weapons]\[weapon])to determine if a Weapon hits. If you combine this with the \[streamline] rule for all Units to have 1 Wound (See* [*Rule 6*](#rule6)*), you have a very quickly moving game. If you then use either \[streamline] variant for single Checks or Saves to resolve Battlefield Actions, your game has barely any tracking or in-the-moment rules. You can see how much damage your Platoon can take just by looking at the number of Units on the board. This combination of rules is what makes the \[streamline] version of Disrupter special.*

*\[mothership] You may use these rules to up the size and scale of encounters in a Mothership game. If you use the \[streamline] or \[streamline]\[variant] rules for Battlefield Action Checks, these rules can help you resolve combat with larger numbers of contractors supporting your players. In a normal Mothership game, controlling one PC and one Contractor is about the most one player can track, these rules would let you have your PCs be part of a larger Team or Squad within your Mothership game (See* [*Size of Force*](/rules/size_of_force)*). You will still need to roll damage dice rather than consulting the weapon table for damage. You will also want to make sure that the contractors are all equipped with the same weapons and have the same Stats because these rules streamline nothing if everyone has to roll differently.*

#### ***Rule 16 - Commanding*** <a href="#rule16.command" id="rule16.command"></a>

With one Battlefield Action an Officer can give one set of Orders to a single NCO or Squad (See [Rule 9](#rule9)). A CO can give Code Word Orders to as many NCOs as they want with a single Battlefield Action (See [Rule 10](#rule10)).

Giving Orders is automatically Successful.

CO orders to NCOs with Code Words are executed immediately (See [Rule 10](#rule10)). New CO to NCO orders are executed starting the next turn. All NCO orders to Squads occur immediately.

Officers can attempt to Rally Teams within Close Range (See [Rule5](#rule5)) with a Successful Instinct Check (See [Rule 6](#rule6) and [Rule 7](#rule7)). Rallying troops brings Routed Teams (See [Rule 8](#rule8) and [Panic](/rules/panic)) under the Command of the Rallying Officer.

*\[streamline] Rally Checks are automatically Successful. And, if you aren't tracking Stress and making Panic Checks, you will never even need to Rally Teams.*


# Panic Tables

Fuck if I know what status effects go in these tables right now. For now, the rule is to make it up! (See [TODO](/todo))

### **Team**

| d20 | >Effect >                                                                                                                                       |
| --- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 3   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 2   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 3   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 4   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 5   | Surpressed, Cannot move or fire next turn                                                                                                       |
| 6   | Retreated, Retreat to nearest Rally point or until within close range of an Officer                                                             |
| 7   | Retreated, Retreat to nearest Rally point or until within close range of an Officer                                                             |
| 8   | Retreated, Retreat to nearest Rally point or until within close range of an Officer                                                             |
| 9   | Retreated, Retreat to nearest Rally point or until within close range of an Officer                                                             |
| 10  | Retreated, Retreat to nearest Rally point or until within close range of an Officer                                                             |
| 11  | Routed, Run away towards cover and the edge of the board, need to be rallied before they run off the Board and are removed from play, +1 Stress |
| 12  | Routed, Run away towards cover and the edge of the board, need to be rallied before they run off the Board and are removed from play, +1 Stress |
| 13  | Routed, Run away towards cover and the edge of the board, need to be rallied before they run off the Board and are removed from play, +1 Stress |
| 14  | Routed, Run away towards cover and the edge of the board, need to be rallied before they run off the Board and are removed from play, +1 Stress |
| 15  | Routed, Run away towards cover and the edge of the board, need to be rallied before they run off the Board and are removed from play, +1 Stress |
| 16  | Status Effect                                                                                                                                   |
| 17  | Status Effect                                                                                                                                   |
| 18  | Status Effect                                                                                                                                   |
| 19  | Status Effect                                                                                                                                   |
| 20  | Status Effect                                                                                                                                   |

### **Platoon**

| d20 | Effect        |
| --- | ------------- |
| 1   | Status Effect |
| 2   | Status Effect |
| 3   | Status Effect |
| 4   | Status Effect |
| 5   | Status Effect |
| 6   | Status Effect |
| 7   | Status Effect |
| 8   | Status Effect |
| 9   | Status Effect |
| 10  | Status Effect |
| 11  | Status Effect |
| 12  | Status Effect |
| 13  | Status Effect |
| 14  | Status Effect |
| 15  | Status Effect |
| 16  | Status Effect |
| 17  | Status Effect |
| 18  | Status Effect |
| 19  | Status Effect |
| 20  | Status Effect |


# Indirect Fire

Some weapons lob their attacks, so they do not require LOS for targeting (See [Rule 12](/rules#rule12)). Instead a unit selects a target area within the weapon's maximum range as indicated by its stats (See [Weapons](/equipment/weapons)). These weapons generally cause area of effect damage, which is also included in the weapon's stats.

If a unit fails their Instinct Check (See [Rule7](/rules#rule7)) when firing an indirect fire weapon, the weapon misses its target and drifts and hits a different target. To determine this. roll a d5 failure die (either a d10 with 1-5 twice or roll a d10, divide by 2, ignore the remainder). Instead of hitting the target, the weapon hits the area indicated by the failure die. You want to roll this on the board close to the target area. Whichever direction the die points is the direction that the projectile drifted, and the number from the roll is the number of hexes that the projectile drifts.

If another unit has LOS and can spot (See [Rule 16 - Spotting](https://disrupter.rvgames.company/rules/pages/OatRfF3t5LP1Bhi33zul#rule16.spot)) the target area, an indirect fire weapon automatically hits without an Instinct Check.


# Vehicle Rules

Infantry are locked in hex based combat while Vehicles wrecklessly move around them using Gaslands Movement Templates. This gives the game a very Halo feel. Vehicles are not based unless they are flying Vehicles.

The only Vehicle currently in the game is an Inflatable Boat, and it mostly operates like an Infantry Unit (See [Vehicle Specifications](/equipment/vehicles)).

## **Movement**

Vehicles do not move on the hex grid, they move using Movement Templates for measurement. For Movement Templates, you should use a set of Gaslands (by Mike Hutchinson) Movement Templates shrunk to 50% scale. This is what people use when playing Micro Gaslands.

Each Movement Template is assigned a Movement Cost. The Cost of each Template is the highest gear at which the Template is listed as being usable.

During each Movement phase, a Vehicle may move as far as they want as long as the total Template cost is equal to or less than their Movement Stat (See [Rule 6](/rules#rule6) and [Vehicles](/equipment/vehicles)). The Driver of the Vehicle is the Crew Member with the highest Instinct Stat (See [Rule 6](/rules#rule6) and [Vehicles](/equipment/vehicles)). Before moving, the Driver must place a Movement Template, once a player has touched a Movement Template, they must play it. The Movement Template can be placed with either side up. The Driver must then make an Instinct Check (See [Rule 7](/rules#rule7)) or else the vehicle Slides. When a Vehicle Slides, you place the Slide Template into the notch on the Movement Template, and the Vehicle moves to the space on the Slide Template rather than making a Successful Movement Action.

*\[streamline] All Vehicle Movement Actions are automatically Successful. Vehicles do not Slide.*

## **Line of Sight**

Line of sight is more complex than for Infantry Stands. Each Firing Unit or Weapon must be able to reasonably rotate and aim to shoot at a target during a Firing attempt. This is different for each Firing Unit in each Vehicle and for each Vehicle's Weapons, so this rule is purposefully fuzzy.


# Size of Force

Disrupter is designed for Platoon scale encounters. However, nothing is stopping you from scaling up or down your Size of Force.

## **Enlarging Teams**

You can enlarge the team size to five soldiers instead of four to increase the number of troops without increasing the number of teams that you need to track.

## **Squad**

You can scale down the Size of Force to a single Squad. For this, you would want to limit each person to five Teams or Vehicles. You would also want to require there to be an Officer in every Team or Vehicle except for Bot only Teams and Vehicle crews. At the Squad level, Command is not nearly as important, each Team has a lot more autonomy.

This is best suited for a 12"x12", 18"x18", or 24"x24" Board.

*\[streamline] Squad Scale with \[streamline] rules on a small Board is a fast-paced game that's a lot of fun for people new to wargames*

*\[mothership] A Squad Scale 1v2+ game best represents how the game could look incorporated into your Mothership campaign. Each Team would consist of a PC and 3 Contractors.*

## **Section**

Split each Squad up into 2 Sections of 2-3 Teams or Vehicles each, for a total of 4-6 Teams or Vehicles per Squad instead of the default 3. Each section must have their own NCO. This is the recommended method of play for if you are playing with multiple co-operative players on either side of the board. This gives each NCO a full Chain of Command to manage themselves, so everyone gets the full experience. You can generally have one person assume the role of the CO and one NCO for the purpose of this Scale of Force. It's also a way to increase Platoon size without doubling or tripling the number of units like moving up to Company Scale.

This is best suited for a 36"x36" or 48"x48" Board.

*\[mothership] You can also move to a Section Scale where each of your PCs is an Officer Commanding a Section. Each PC would be controlling themself and giving verbal orders to a Squad of 2-3 Teams of Soldiers or Bots. Each Section would consist of a PC in a team with 3 Contractors and 2-3 more Teams consisting of 4 Contractors each.*

## **Company**

A Company consists of 2-3 Platoons. Each Platoon has its own NCO, fulfilling the same role as a CO in a Platoon Scale game. The CO is now the Platoon Commander. The orders they give are even broader than those of a Platoon CO. This can be a great way to play co-operatively if everyone is experienced running a full platoon themselves.

This is best suited for a 48"x48" or larger Board.

*\[streamline] If you like the idea of larger scale play, the \[streamline] rules are a great way to do so without getting bogged down in minutiae.*


# Game Modes

For this release, there are only two game modes. This will be expanded in future releases (See [TODO](/todo)). The goal is for the game modes to further be expanded through open source development.


# Last Man Standing

Due to the chain of command, Last Man Standing mode is not a simple deathmatch skirmish. There is no need to incapicitate or kill every single one of your opponent's Units, the focus is on taking out Officers.

## **Objective**

Become the only remaining force on the Board by incapcitating or killing every enemy Officer, forcing your opponent to surrender.

## **Set Up**

Forces should start on opposite edges or corners of the board depending on your selected Board.


# Campaign

For Disrupter, a campaign is defined as a series of games played amongst the same players. The simplest option is to declare a winning number of games and to play your campaign until someone has won that many games.

## **Reserves**

You can give each side a Reserve force with the same number of Units as their Platoon.

Whenever a Unit is removed from the Board, roll a d100. If you roll under 50, the Unit is incapacitated, and if you roll 50 or more, the unit is dead. In between matches, a Platoon may replenish dead Units with Units from the Reserve force. Incapcitated Units are able to return to fight in the next game.

Play games in your campaign until one side's forces are eliminated or a side surrenders.

## **Debt**

A Debt economy will be developed in a future release (See [TODO](/todo)). This will allow each Force to be more customized and provides a method for upgrading Platoons over time.


# Platoons

All Platoons have the same base structure that can be adjusted up or down if you are changing your \[Size of Force]\[rules]. We suggest that Bots make up 50% of the force.

* Squad 0 - Command
  * Team/Vehicle A - CO
* Squad 1
  * Team/Vehicle A - NCO
  * Team/Vehicle B and/or C
* Squad 2
  * Team/Vehicle A - NCO
  * Team/Vehicle B and/or C
* Squad 3 *\[optional]*
  * Team/Vehicle A - NCO
  * Team/Vehicle B and/or C

## **Loadout**

Loadout makes the biggest determination as to how a Platoon will play.

You will need to adjust the loadout of the suggested Platoons based on your miniatures. Loadouts do not have to match the physical miniatures, especially if you are familiar with your Platoon Card, but for legibility it is really helpful for your miniatures to match your loadouts as much as possible.


# Platoon Card

I'm still unsure on the format for this. I'm gonna write my draft in Markdown for a subsequent version (See [TODO](/todo)). If someone wants to create a fillable pdf of the card I develop, it can go in the resources folder.

For now, you're on your own for tracking your Platoons. Maybe someone else will develop something before I do?


# Starter Platoon

This is a great Platoon for getting a Platoon on the Board and starting to play. If you are using a map with water, you can include Squad 3 if you would like.

Complete your [Platoon Card](/platoons/platoon_card) using the Stats (See [Rule 6](/rules#rule6)) from the listed equipment.

## **Suggested Miniatures for 2 Players**

[ESTO Marines](https://wakesemporium.gumroad.com/l/SXXoY)

[B1 Battle Bots](https://wakesemporium.gumroad.com/l/gypsu)

### **Squad 0 - Command**

#### **Team A**

* 1 CO - Combat Armor, Revolver
* 2 Soldiers - Power Armor, Pulse Rifle w/ GL
* 1 Bot - Basic Battlefield Robot, Laser Cutter

### **Squad 1 - Infantry**

#### **Team A**

* 1 NCO - Power Armor, Pulse Rifle w/ GL, Revolver
* 3 Soldiers - Combat Armor, Pulse Rifle w/ GL

#### **Team B**

* 1 Soldier - Combat Armor, Flamethrower
* 2 Bots - Basic Battlefield Robot, Laser Carbine
* 1 Bot - Basical Battlefield Robot, Rocket Launcher

#### **Team C**

* 1 Soldier - Power Armor, Heavy Machine Gun
* 2 Bots - Basic Battlefield Robot, Laser Carbine
* 1 Bot - Basic Battllefield Robot, Laser Cutter

### **Squad 2 - Infantry**

#### **Team A**

* 1 NCO - Power Armor, Pulse Rifle w/GL, Revolver
* 3 Soldiers - Combat Armor, Pulse Rifle w/ GL

#### **Team B**

* 1 Soldier - Combat Armor, Flamethrower
* 2 Bots - Basic Battlefield Robot, Laser Carbine
* 1 Bot - Basic Battlefield Robot, Rocket Launcher

#### **Team C**

* 1 Soldier - Power Armor, Heavy Machine Gun
* 2 Bots - Basic Battlefield Robot, Laser Carbine
* 1 Bot - Basic Battlefield Robot, Laser Cutter

### **Squad 3 - Inflatable Boats - Optional**

#### **Boat A**

* 1 NCO - Power Armor, Pulse Rifle, Rocket Launcher, Revolver
* 3 Bots - Basic Battlefield Robot, Laser Carbine

#### **Boat B**

* 1 Soldier - Combat Armor, Pulse Rifle, Rocket Launcher
* 3 Bots - Basic Battlefield Robot, Laser Carbine


# Equipment

Equipment in Disrupter is designed to be very simple as far as Stats are concerned (See [Rule 6](/rules#rule6)). Designing Equipment is actually about writing the item description you define the battlefield behaviors that make a certain piece of equipment unique. You can choose from our sample Equipment or develop your own. We hope that people will contribute to this core collection of Equipment. Even though Disrupter is developed for a futuristic setting, it is entirely possible to develop Equipment to have your battles take place during any historical period. If you are playing in an earlier time period, you can turn Bots into Recruits.


# Armor

Armor is tracked using only three Stats: Armor (A, %), Wounds (W, #), and Movement (M, #) (See [Rule 6](/rules#rule6), [Rule 7](/rules#rule7) [Rule14](/rules#rule14) and [Rule 16 - Firing](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.firing)).

Please pay attention to the formatting of these tables if you are submitting a new piece of Armor. We suggest writing them without the block quotes and then adding them when you are complete. At least for our preferred VS Code Markdown Table plugin, our table tab-completion does not like the blockquotes. However, the blockquotes make these tables legible.

## **Combat Armor**

|  A  |  W  |  M  |
| :-: | :-: | :-: |
|  60 |  2  |  1  |

| **Description**                          |
| ---------------------------------------- |
| Standard issue carbon fiber Combat Armor |
|                                          |

## **Battle Dress**

|  A  |  W  |  M  |
| :-: | :-: | :-: |
|  80 |  3  |  2  |

| **Description**                                                                              |
| -------------------------------------------------------------------------------------------- |
| Entry level Powered Armor                                                                    |
| Provides active countermeasures, enhanced Wound protection, and augmented strength and speed |


# Bots

Bots share the same stats as [Armor](/equipment/armor), Armor (A, %), Wounds (W, #), and Movement (M, #) (See [Rule 6](/rules#rule6), [Rule 7](/rules#rule7), [Rule 9 - Classes](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule9.classes), [Rule 14](/rules#rule14), and [Rule 16 - Firing](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.firing)).

Please pay attention to the formatting of these tables if you are submitting a new Bot. We suggest writing them without the block quotes and then adding them when you are complete. At least for our preferred VS Code Markdown Table plugin, our table tab-completion does not like the blockquotes. However, the blockquotes make these tables legible.

## **Basic Battlefield Robot**

|  A  |  W  |  M  |
| :-: | :-: | :-: |
|  80 |  1  |  2  |

| **Description**                                                           |
| ------------------------------------------------------------------------- |
| Entry level Bot                                                           |
| Considered to be wearing Battle Dress for Weapon requirements (See Armor) |


# Weapons

Weapon Stats are really easy to create as well. There are 5 stats for each Weapon representing the damage they do at each Range band (See [Rule 5](/rules#rule5))

* Target (T, #) - Damage done to target by [Indirect Firing](/rules/indirect_fire) Weapons
* Close (C, #)
* Medium (M, #)
* Long (L, #)
* Max (#) - Longest Range the Weapon can Hit

The Stats are the least interesting part of each Weapon. The effects that you give weapons is what will make combat fun.

Individual Units are indinistinguishable; however, Weapons are what give your teams and Vehicles real character. You can assign these weapons to miniatures that you already have, or you can develop the weapons for miniatures that you already own if none of these work. Please share any weapons that you make for inclusion in the core Weapons list.

Please pay attention to the formatting of these tables if you are submitting a new Weapon. We suggest writing them without the block quotes and then adding them when you are complete. At least for our preferred VS Code Markdown Table plugin, our table tab-completion does not like the blockquotes. However, the blockquotes make these tables legible.

## **Infantry Weapons**

Many Infantry Weapons can be attached to [Vehicles](/equipment/vehicles) as well.

### **Revolver**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  1  |  1  |  1  |  3  |

| **Description**                                 |
| ----------------------------------------------- |
| Officer's (See [Rule 9](/rules#rule9)) side arm |

### **Combat Shotgun**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  3  |  1  |  0  |  2  |

| **Description** |
| --------------- |
| Tried and True  |

### **Frag Grenade**

|  T  |  C  |  M  |  L  |    Max    |
| :-: | :-: | :-: | :-: | :-------: |
|  2  |  1  |  0  |  0  | 2 (Throw) |

| **Description**                                                                                            |
| ---------------------------------------------------------------------------------------------------------- |
| Medium Range (See [Rule 5](/rules#rule5)) throw, automatically hits target                                 |
| Instinct Check (See [Rule 7](/rules#rule7)) for Successful throw, Failed throw targets attacker's own Team |
| 1 Wound Splash damage within Close Range                                                                   |

### **Pulse Rifle**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  2  |  2  |  1  |  4  |

| **Description**                                                                     |
| ----------------------------------------------------------------------------------- |
| Standard issue Weapon for Infantry                                                  |
| Can have mounted Frag Grenade launcher with Long Range (See [Rule 5](/rules#rule5)) |

### **Laser Carbine**

| T |  C  |  M  |  L  |    Max   |
| - | :-: | :-: | :-: | :------: |
| 0 |  1  |  2  |  1  | Infinite |

| **Description**                                   |
| ------------------------------------------------- |
| Standard issue Weapon for [Bots](/equipment/bots) |

### **Sniper Rifle**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  1  |  3  |  3  |  5  |

| **Description**                                                                                                                                                  |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Cannot Move and Fire in the same turn See ([Rule 11](/rules#rule11))                                                                                             |
| Can Fire from cover without I \[-] (See [Rule 13](/rules#rule13))                                                                                                |
| Someone else can Spot an enemy to give I \[+] (See [Rule 16 - Spotting](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.spotting)) |

### **Heavy Machine Gun**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  3  |  3  |  1  |  3  |

| **Description**                                                                    |
| ---------------------------------------------------------------------------------- |
| Requires Battle Dress (See [Armor](/equipment/armor))                              |
| Cannot Move and Fire in the same turn See ([Rule 11](/rules#rule11)                |
| 1 Wound to all units within Close Range (See [Rule 5](/rules#rule5)) of the target |

### **Flamethrower**

| T |  C  |  M  |  L  | Max |
| - | :-: | :-: | :-: | :-: |
| 0 |  3  |  0  |  0  |  1  |

| **Description**                                                                                                     |
| ------------------------------------------------------------------------------------------------------------------- |
| Burning: 1 Wound to all Units within Close Range of the target (See [Rule 5](/rules#rule5)), excluding the attacker |

### **Laser Cutter**

| T |  C  |  M  |  L  |    Max   |
| - | :-: | :-: | :-: | :------: |
| 0 |  10 |  10 |  10 | Infinite |

| Description                                                                                       |
| ------------------------------------------------------------------------------------------------- |
| Requires Battle Dress (See [Armor](/equipment/armor))                                             |
| Cannot Move and Fire in the same turn See ([Rule 11](/rules#rule11))                              |
| Does not require an Instinct Check                                                                |
| Shoots in a straight line (does not use LOS)                                                      |
| Penetrates through targets, all obstacles ignored, every Unit in its path must make an Armor Save |
| Takes 3 Turns to recharge                                                                         |

### **Rocket Launcher**

| T  |  C  |  M  |  L  |    Max   |
| -- | :-: | :-: | :-: | :------: |
| 10 |  2  |  10 |  10 | Infinite |

| Description                                                                                                                                                             |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Cannot Move and Fire in the same turn See ([Rule 11](/rules#rule11))                                                                                                    |
| Another unit can Spot the target if there is not LOS (See [Rule 16 - Spotting](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.spotting)) |
| Can Spot a Target that is Under Cover (See [Rule 13](/rules#rule13))                                                                                                    |
| Automatically hits if target is Spotted                                                                                                                                 |
| 2 Wounds to all units in Close Range (See [Rule 5](/rules#rule5)) to target                                                                                             |
| On Failed Instinct Check (See [Rule 7](/rules#rule7)), still lands 2 Wounds on all target Units                                                                         |


# Vehicles

Vehicles use a set of Stats (See [Rule 6](/rules#rule6)) very similar to that of [Armor](/equipment/armor) with a few additions.

* Armor (A, %)
* Movement (M, #)
* Crew (C, #)
* Capacity (Cap, #) - Number of Infantry that can be held as passengers
* Weapon Slots - Number of Weapons that can be mounted on the Vehicle, Vehicle Weapons are listed in their own section of the [Weapon Specifications](/equipment/weapons).

Vehicles themselves are not that exciting, the Weapons attached to them provide more of the flavor. However, the description text does allow for individual Vehicles to cause interesting wrinkles on the battlefield.

Please pay attention to the formatting of these tables if you are submitting a new Vehicle. We suggest writing them without the block quotes and then adding them when you are complete. At least for our preferred VS Code Markdown Table plugin, our table tab-completion does not like the blockquotes. However, the blockquotes make these tables legible.

## **Inflatable Raft**

|  A  |  M  |  C  | Cap | Weapon Slots |
| :-: | :-: | :-: | :-: | :----------: |
|  0  |  1  |  4  |  4  |      N/A     |
|     |     |     |     |              |

| **Description**                                                                                                                                                                                                                                                                               |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Moves over water                                                                                                                                                                                                                                                                              |
| Moves using Infantry Movement rules (See [Rule 14](/rules#rule14)                                                                                                                                                                                                                             |
| Infantry onboard are able to Fire (See [Rule 16 - Firing](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.firing)) their Weapons using Infantry LOS (See [Rule 12](/rules#rule12))                                                                              |
| An Infantry Team within Close Range (See [Rule 5](/rules#rule5)) may use a Movement or Battlefield Action (See [Rule 14](/rules#rule14) and [Rule 16](https://disrupter.rvgames.company/equipment/pages/OatRfF3t5LP1Bhi33zul#rule16.firing)) to attach to the raft and Move as one large Team |
| Uses the Armor Stats for the Armor worn by the Infantry occupying the Raft (See [Rule 6](/rules#rule6))                                                                                                                                                                                       |


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# To Do

## **Rules**

```
- Game Modes
    - Campaign - Paying off Debt
        - Custom Platoons Using Budget (in Debt Units)
            - Economy for outfitting a platoon, adding costs to Weapons, Armies, and Bots
            - Salary, Victory Bonuses
    - Objectives - Hold three buildings with troops, like Dropzone Commander garrisons, Turn limit, whoever holds the most at the end, Marvel Snap style, have 5 reserve Bot squads
    - Mobile Objectives - Steal 3(or 5) objectives from the board, place tokens face down all over the board with the objectives mixed in, have to Spot to reveal an objective, can pass objectives between squads with a Battlefield Action
    - Shared Target - Whoever can take out a target first wins, can make the target location random like mobile objectives if you choose to do so.
    - Defend a Location - One side must defend a building while the other side attempts to take it or destroy it. Switch sides. Best out of 3 (or 5).
    - Escape - One side has to get their commander through occupied territory and out the other side. Switch sides. Best out of 3(or 5).
    - Destruction - Destroy 3 Buildings to Win, Give NCOs plastic explosives
    - Radio Tower - A Radio Tower in the center of the map is blocking all radio communication until it is destroyed, otherwise a skirmish
- Platoon Card
- Panic Table Status Effects
```

## **Equipment**

```
- *Weapons*
    - Plastic Explosives
    - Energy Weapons
        - Laser (Pistol and Rifle)
        - Plasma (Pistol, Rifle, Carbine)
        - Fusion (Pistol, Rifle, Carbine)
    - Grenade Types
        - Plasma
        - Fusion
    - Grenade Mortar
    - Non-lethal Weapons
        - Radio Jammer
        - Sound Gun
        - Heat Gun
        - Panic Bomb
        - Tranq Gun
        - Foam Gun
- *Armor*
    - More fully featured Battle Dress suitable for higher damage level weapons
        - Tech level equivalent to Starship Troopers by Robert Heinlein
            - Yes, the book is fascist. Fuck fascism, the tech is interesting, though. Heinlein would hate that a Leftist non-binary trans woman is appropriating things from his book, so I'm good with it. The politics of this game are more closely aligned with Starship Troopers by Paul Verhoeven, and the neoliberal corporate horror of Mothership.
- *Bots*
    - More fully featured bots suitable for higher damage level weapons
    - Robots who can give orders to other robots
        - Robots are programmed to always be subservient to humans, cannot give orders to them
- *Vehicles*
    - Need a selection of vehicles
- *Platoons*
    - Platoon(s) using the higher powered equipment
```


