RAUM KRIEG by F.B. 1945: As it becomes clear the war is lost, elements of the SS, German industrialists, and their top scientists effectuate a long-planned transfer to secret bases in Neuschwabenland (in Antarctica), where they will further develop secret super-weapons and bide their time until the moment for revenge has come. Well, the time has come. The 4th Reich is on the march. Raum Krieg depicts battles between the SS Entwicklungsstelle 4 of the Raumwaffe ("Space Force") and the USAAF (United States Advanced Air Force) in the early 21st Century. Much to the Nazis' shock, the Americans had also been developing super aircraft during the preceding 60 years, and are ready to meet them on their own terms. Forces: Each side is composed of squadrons, each composed of 10 Build Points (BP). A typical squadron may consist of only 1 ship, using all 10 BP; or 2 smaller ships, each of 5 BP (or one of 6 BP and the other of 4, or any other combination which totals 10); or 5 drones, each of 2 BP. In addition, each non-drone squadron is assigned 1 Special Weapon. Cards: Each ship has its own Record Card, which indicates its model, squadron ID, and current BP, divided into Weapons (Attack Bonus and Range); and Engines (Speed and Defense Bonus). The card should look something like this:
HAUNEBU III
JAGDSTAFFEL 11
WEAPONS
ENGINES
BP for the two sections are represented by coins, stones, or similar markers. As these numbers decrease or increase, markers are removed or added accordingly. Thus, 6 BP = 6 markers. Squadrons with more than 1 ship would have separate cards for each ship. Special Weapons: These are listed on cards, which are dealt randomly to each non-drone squadron before the game. Place next to the squadron card. Remove when used. Example:
SW 1: TIME SHIFT Squadron may go back in time to re-roll a bad die roll (attacking or defending); -OR- May go forward in time to avoid 1 enemy attack.
Each Special Weapon may be used only once per game, generally whenever the player wishes (the wording on the card will make the best time to use it obvious). If the squadron has multiple ships, the SW effects apply to all ships in that squadron simultaneously. Remember: drone squadrons are not assigned a Special Weapon. Examples of Special Weapons are given below. Players are encouraged to add their own Special Weapons, but take care not to make them too powerful (A.K.A. "Game Busters")! Turn Sequence: Each side rolls 1d6. The higher roll decides who activates the first squadron. Each side then alternately activates 1 squadron at a time until all have had their chance to move and fight. If desired, a squadron may pass (take no action at all). If one side has more squadrons than the other, it continues to move its extra units until finished. Activation: A squadron may move and fight in any order, which includes doing a partial move, fighting, and then completing its move. Multi-ship squadrons activate all ships at the same time; but each may move and fight differently, as the player wishes. Movement: Ships move up to the number of squares (or hexes or inches) equal to the number of BP assigned to Engines. Note that in multi-ship squadrons, the number of BP assigned to Engines in each ship may vary. Combat: To attack, roll 1d10 and add the BP assigned to the ship's Weapons. The Defender also rolls 1d10 and adds his ship's Engines BP. Compare the totals. If the Defender's total is equal or higher, nothing happens. If the Attacker's total is higher, the Defender takes 1 Hit. For each hit, he removes 1 BP, either from Weapons or Engines, as he prefers. Note that a ship may be attacked more than once per turn, but each ship itself may attack only once per activation, unless a Special Weapon states otherwise. As with movement, the number of Weapons BP may vary per ship in a multi-ship squadron. Such ships attack separately, at the same or different targets as the player wishes. A ship is destroyed if either its Weapons BP or its Engines BP are reduced to 0. (Note: A multi-ship squadron may lose one of its ships, but still operate the remainder normally.) Drone combat is an exception to all of the above; see below. Clouds (Optional): Ships inside cloud banks, even at the edges, cannot be fired at except by ships within the same cloud bank. Drones may never attack a ship within a cloud bank. Drones (Optional): Nazi V7's and American Cruise Missiles are unmanned* ships, which players may want to avoid using until familiar with the rules. Drones operate as follows: Drones are given 2 BP each, both assigned to Engines. They have no Weapons BP, and are never assigned a Special Weapon. Drones defend normally (i.e. roll 1d10 and add Engines BP). A drone is destroyed if it takes 1 hit, even though it has 2 Engines BP. Drones attack by ramming enemy ships. To do so, they move into the square occupied by their target. Roll 1d10 (with no attack bonus, as they have no weapon). The target rolls 1d10 and adds its defense bonus as usual. If the Drone total is equal to the defend-er's total, the defender takes 1 hit; if the Drone's total is greater, the defender takes 2 hits. *Some are reportedly manned by suicidal idiots.
Sample Cards (column on far right is a place-holder; omit when making cards)
SW 1: TIME SHIFT Squadron may go back in time to re-roll a bad die roll (attacking or defending); -OR- May jump forward in time to avoid 1 enemy attack. SW 3: CLOAKING DEVICE Squadron cannot attack nor be attacked this turn.
SW 5: RECONFIGURE ARRAY
SW 2: ADVANCED WEAPONRY (LASERS) Squadron can make double attacks this turn (i.e. 4 if there are 2 ships) and gets +1 to all attack rolls. SW 4: MIND CONTROL RAY Take control of 1 unactivated non-drone enemy squadron for 1 turn: it remains in place until it is your turn to activate. SW 6: DISRUPTOR BEAM
Prevents 1 enemy squadron Squadron may redistribute BP from taking any action this turn; between Weapons and Engines -OR- Reduces enemy's of its ship(s). defense bonus to 1 for 1 turn. SW 7: ADVANCED TARGETING
SW 8: TELEPORTATION DEVICE
Attacker chooses which system takes hit(s) which are scored on defenders this turn.
Squadron may disappear and then reappear anywhere on board.
SW 10: ENEMY SW 9: HANGAR QUEEN TELEPORTATION Destroy any one of your nondrone squadrons and distribute Make one enemy squadron BPs among other ships as move to location of your choice desired. on board.
Ship particulars: The Nazis' main vessels are the Haunebu II, Haunebu III, and Dornier Stratospharen Flugzeug (Do-Stra), each of 10 BP. Their lighter vessels, the Bril and the RFZ-5, vary from 4 to 6 BP. Their drone (V7) has 2 BP (engines only). The USAAF's work horses are the Spaatz 5B5, Montauk 6B4, and Doolittle 4B6, of 10 BP each. They also fly the Roswell 2F3, the Aurora 2F4, and the Revell 2F2, each 4-6 BP. Their drone (Cruise Missile) has 2 BP (engines only). Example Ship Cards:
HAUNEBU III
JAGDSTAFFEL 11
WEAPONS
ENGINES
HAUNEBU II
JAGDSTAFFEL 13
WEAPONS
ENGINES
DO-STRA
JAGDSTAFFEL 161
WEAPONS
ENGINES
BRIL
JAGDSTAFFEL 78
WEAPONS
ENGINES
RFZ-5
JAGDSTAFFEL 31
WEAPONS
ENGINES
DOOLITTLE 4B6
886TH SQUADRON (Franzy's Fanatics)
WEAPONS
ENGINES
SPAATZ 5B5
453RD SQUADRON (Becker's Bastards)
WEAPONS
ENGINES
MONTAUK 6B4
555TH SQUADRON (The Triple Nickels)
WEAPONS
ENGINES
ROSWELL 2F3
66TH RECON SQUADRON (Snowflakes)* *But don't let them hear you call them that!
WEAPONS
ENGINES
REVELL 2F2
192ND RECON SQUADRON (Weather Balloons)
WEAPONS
ENGINES
AURORA 2F4
117TH PURSUIT SQUADRON (Swamp Gassers)
WEAPONS
ENGINES
Next page: Sample map layout. Enlarge to fit playing area and accommodate size of models.