Combat Command Operation

Combat Commands can take a variety of actions in a given turn. They can also be split up into their component regiments to allow them to operate with a wider sphere of influence. Each Command, and separated regiment, has four order points they can use in each turn. Unless otherwise stated an order costs one command point. For rules on Raiding see Raids

### Logistic Orders

Logistical orders cover non-combat and non-movement activities in which a Combat Command engages as part of its normal operations.

#### **Training:**

Combat Commands that conduct training are issued the Training Order. A Command on Training may not use any Transport Orders or Offensive Orders in the same Game Turn it trains. Training uses three Order Points.

#### **Rest:**

This order lets a force recover 1 Fatigue Point. Rest orders cannot be given to forces that have been involved in combat or moved this Turn. If a Combat Command under rest orders is attacked by enemy troops, the rest order fails and the unit does not reduce its Fatigue Point score. Rest uses two Order Points. A unit with 4 Fatigue Points receives a rest order, and as a result its Fatigue Points are reduced to 3. It could receive a second Rest order in lieu of its combat order, which would further reduce its Fatigue Points to 2. However, were the unit attacked during that turn, both Rest orders would fail and the unit would remain at 4 Fatigue Points.

#### **Repair:**

This order permits a force to recover losses per the Repair rules. A command under Repair orders may only field 50 percent of its total force (rounding down). Players multiply the Combat Command’s S/M/L and Armor values by 0.5, rounding down. Repair uses two Order Points.

### Movement Orders

Movement orders are specific instructions that use the Movement rules to move a Combat Command from one point to another in various forms of combat readiness. Unless otherwise noted, all Movement rules apply.

#### **Transport Move:**

Allows a Combat Command to on the Interstellar Map. A command using the Transport Move order may use only the Defend combat order next. If the command is attacked in combat, it is considered to be defending. Movement costs are listed under Movement. If a Combat Command spends three or more Order Points on Transport Move Orders, it may not issue any Offensive Orders, regardless of their cost. If a Command was in combat in a turn, it may not issue more than two Transport Move orders. If a command moves onto an enemy controlled world it may suffer an attack of opportunity. Transport Move consumes one Order Point.

#### **Assault Move:**

This order moves a Combat Command from one Interstellar Map Hex to another and lands troops via combat assaults, allowing it to engage in combat orders immediately. This Command must pay its Combat supply costs next turn, even if no battle occurs; it also receives 1 Fatigue Point. Assault Move costs one Order Point

### Combat Orders

Combat Commands may be given various orders that affect their combat readiness, offensive or defensive stance or how they interact with other friendly or hostile commands. Combat orders are broken into Offensive and Defensive.

#### **Attack (Offensive):**

Forces with this order may engage in Battle or Invasion Military Actions. This Command must pay Combat supply costs next turn and receives 1 Fatigue Point. The Attack order costs one Order Point.

#### **Planetary Raid (Offensive):**

A portion of the Combat Command is tasked with conducting a raid on another Faction’s world. If the parent Combat Command is involved in any other combat during the same Game Turn, it must subtract the units of the raiding force from their forces. A Combat Command may only conduct one raid per Game Turn. Any Combat Command conducting a Raid must pay its Combat supply costs next turn. It does not suffer any Fatigue. Raids cost one Order Point

#### **Counter Insurgency (Offensive):**

A Combat Command may be called on to hunt down hidden enemy Commands through the Counter Insurgency (CI) order. A CI operation must be targeted at a single Hidden Command. The Faction conducting CI does not have to know which Commands are hidden, or even if any are present. If more than one Command is hidden on the world, the GM rolls randomly to determine which one is the target of the CI mission. A Command assigned to CI rolls 2D6, applying the appropriate situational modifiers, and consults the Counter Insurgency table to determine if and how much of the Hidden Command they have discovered. Discovered indicates what percentage of the Hidden force is uncovered and able to be brought to combat immediately in the Turn during which the CI operation was conducted. Max attack limits the amount of force the CI Command can bring to bear, with the multiplier representing how much more PV the attacker can attack the Hidden force with. A result of Armor Damage applies that percentage of damage (rounding up) to the Counter Insurgency Command. This represents wear and tear on the Command in their operation and attacks of opportunity from the Hidden Command. A result of Automatic damage and salvage applies that percentage of damage (rounding up) to the Hidden command, and grants the same percentage to the CI Command as salvage. This represents the CI Command finding a Hidden unit base and capturing the equipment. This Command must pay Combat supply costs next turn and gives it 2 Fatigue Points. Counter Insurgency costs one Order Point.

#### **Guerilla Warfare (Offensive):**

Combat Commands that have been issued the Gone to Ground or Hidden order may choose to engage in Guerilla Warfare. A Command must have spent at least one complete Turn hidden before they may engage in Guerilla tactics. Commands engaging in Guerilla operations use the same rules as Raid with the exception that they do not have to make System Insertion rolls as they are already on world. This Command must pay Combat supply costs next turn and receives 1 Fatigue Point. Guerilla Warfare costs one Order Point.

#### **Shield (Offensive):**

Commands issued this order protect other forces, with combat if needed. This order safeguards other Combat Commands from damage while repairing or resting. The Shielding Combat Command must have Formations within the same ACS hex as the Combat Command Formations it is Shielding. The Shielded Formations may not engage and may not be engaged while Shielded (see Engagement Control).

#### **Commerce Raid (Offensive):**

No enemy worlds within 60 Lightyears of the Command’s position generate RPs, unless the world contains a Combat Commands with PV of at least 50 percent that of the raiding Combat Command, or if that world is within range of a Patrol (see below). A Combat Command may only conduct one Commerce Raid per Game Turn. The effects are not cumulative with the results of Raiding. This Command must pay Combat supply costs next turn. Commerce Raid costs one Order Point

#### **Fortify (Defensive):**

This order creates field fortifications for the unit, reducing damage to the force while not impeding its ability to inflict damage. Fortify costs equal the Command’s Combat Supply RP cost and 1 Fatigue Points to establish. A Command may not use the Fortify and Rest orders in the same Game Turn. Once a unit has fortified itself, it may continue to be issued the Dig-In command on subsequent turns. A Combat Command may not Fortify in a Fortification. A fortified Combat Command reduces the damage it takes by 10 percent for ground units. This is cumulative with the bonus gained by using the Defend order. A fortified Combat Command may not move on the Planetary Combat Map. If a Combat Command moves, it loses all benefits of the Fortify order. Fortify costs one Order Point.

#### **Dig-In (Defensive):**

A Combat Command that used the Fortify or Dig-In order in the previous Turn may continue to use the protections they built using the Dig-In order. Every Game Turn in which a Command uses the Dig-In order, it must pay RP equal to its Non-Combat supply cost to maintain the fortifications A Combat Command under Dig-In orders reduces the damage it takes by 10 percent (round up). This is cumulative with the bonus gained by using the Defend order. A Combat Command under Dig-In orders may not move on the Planetary Combat Map. If such a Command moves, it will lose all benefits of its fortifications. Dig-In costs one Order Point.

#### **Defend (Defensive):**

The force is combat ready and will stage an active defense against enemies, but will not initiate combat against an entrenched foe. Combat Commands with Defend orders may only use Defensive Tactics when resolving combat using the Abstract Combat System. Combat Commands issued the Defend order take 10 percent less damage and reduce the damage they inflict by 10 percent. Enemy forces who use Transport Move Orders to land on a world where there are defenders with the Defend order may suffer an Attack of Opportunity. The Command must pay its Combat supply costs next turn. The Command will only generate fatigue if it engages in combat. Defend costs one Order Point.

#### **Go to Ground (Defensive):**

Go to Ground is used by a Command in active combat that wishes to try and hide itself from the opposing force. While the Hidden order allows an entire Command to be hidden (or attempt to do so), when under the fog of war a Command may not be able to extract all its forces from battle and even those that do may be separated from the main Command. When a Command is issued the Go to Ground order, roll 2D6 and consult the Go to Ground Results table to determine what percentage of the Command is able to go to ground (rounding down). Of the percentage of the Command that is unable to go to ground, 50 percent (rounding down) is immediately lost to attrition and the remaining 50 percent receives a surrender Morale effect. If more than one Command issues the Go to Ground order in the same Turn, the player must decide in which order they go prior to rolling the dice. Once a unit has executed a Go to Ground order, it operates in the same away as a Hidden Formation. A Command that goes to ground may lower its Morale Ratings. Roll 1D6 (and subtract 1 from the result if the force is on a world originally controlled by an enemy Faction); if the result is lower than the Command’s current Morale Rating, Morale worsens by 1 (for example, from Normal to Low). A Command that is operating under the Go to Ground order also suffers the “No Supply” penalty. Go to Ground costs one Order Point

#### **Scatter (Defensive):**

Under the threat of Orbital Bombardment, one of the only viable defenses a Command has is to scatter its forces to minimize losses. Commands issued the Scatter order roll 2D6 on the Gone to Ground Table (at left) to determine what percentage of the Command’s Combat Units are able to Scatter. The remaining Combat Units are lost to attrition and communication breakdowns. If the Faction that scattered is able to gain control or retreat from the world, they may repair any damage equal to the percent lost to attrition without losing experience. This represents the pilots and soldiers linking back up with their command, even though their equipment is lost. Commands that are scattered may only be used in Recon Formations in the Abstract Combat System. This Command must pay its Combat supply costs next turn and gains 1 Fatigue Point. Scatter costs one Order Point. Scattered Commands may not engage in any of the following Orders: Training, all Movement orders, all Offensive orders except Guerilla Warfare, Fortify, or Dug In.

#### **Patrol (Defensive):**

Non-garrison, aerospace only forces assigned the Patrol order counteracts the effects of enemy Commerce Raids on friendly worlds within two Interstellar Map Hexes of their location. Add a quarter of the unit’s aerospace Point Value to all friendly worlds in range. Additionally, patrolling aerospace imposes a –2 roll modifier to Raiding within their two-hex range of patrol. Patrol incurs 1 FP. This Command must pay its Combat supply costs next turn. Patrol costs one Order Point.