Breach 2

The Aldermoor Actions — version 1.3.5

This tutorial covers the eight topics the Tronsoft package specification asks for, and then reproduces the game’s own rules sheet. The rules sheet below is rendered from the same module the game shows under Rules, so the two cannot drift apart, and every figure in it is read from the rules tables rather than typed.

How to begin

Open the game and choose either a single action or a campaign. Pick a tasking, pick a difficulty rank, and press Take the party in. In a campaign you arrive at the depot first, where you name who goes and spend the purse.

Controls

Click a trooper on the plan or in the roster on the left to select him. Hover a cell and the plan quotes the route and its cost in points; click to march. Drag to pan, wheel or pinch to zoom about the pointer. The order chips beside his service jacket arm a shot, a door, a charge, a grenade, a treatment, a watch or the lift; then click the target on the plan. Keyboard: 1–9 select, SPACE ends the turn, F fits the plan, R toggles Reach, T toggles Threats, C toggles Cover, + and − zoom, ESC cancels.

Turn order

You spend the party’s action points in any order you like. When you end the turn the station acts, then the upkeep runs: air is spent, charges fire at the head of the new turn, the frigate drifts in her lane, the alarm decays and reinforcements may arrive. Then the party draws a fresh allowance.

Movement

A step costs 2 points straight and 3 diagonally, plus 2 to open a shut door on the way through. You cannot cut a corner through a bulkhead and you cannot enter a doorway on the diagonal. Carrying a casualty adds 2 points to every step.

Combat or scoring

Three ways to shoot: a snap shot for 4, an aimed shot for 7, and a burst for 8. With a fire order armed, the cursor quotes the odds, the range, the cover and the hurt to expect before you pay; afterwards the same figures are reported back round by round. The account pays for objectives and for the men who walk out, and charges for those who do not.

Winning conditions

Settle every objective the tasking names and get the whole party — with anyone you came to fetch, and any casualty carried or lifted off — back to the airlock, then press Withdraw the party. The account is compared with a par fitted from a competent run.

Losing conditions

The action ends against you when nobody is left standing or when the turn limit runs out. The limit you are shown is the only limit there is. In a campaign, the squad leader failing to come home ends the whole campaign.

Saving and restarting

The action is saved to browser storage every time you end a turn, and Save writes it immediately; the title screen offers to resume it. A campaign is saved separately at every depot visit and after every action. Storage keys all sit under tronsoft_breach_2_. If the browser refuses storage the game says so and continues to play.

The rules sheet

The tasking and the party

You take a boarding party of 4 to 6 troopers onto somebody else's hull, or down onto a shelf with no air on it, do a named job, and bring everybody back to the airlock you came in by — the cell you boarded at and everything within 2 of it. One of them is the squad leader. Within 4 cells of him a trooper draws 2 extra points and steadies faster, so he is worth bringing forward and worth protecting.

The action ends when you withdraw, when nobody is left standing, or when the clock runs out. The clock you are shown is the only clock there is.

TaskingGroundPartyPaceLimitPar
Sable AnchorageOne deck4294455
Ashfield MastsSurface5365426
The Vault at CorrinTwo decks540813
Halvern DeepSurface549591
Aldermoor's OwnTwo decks6446522

Pace, limit and par are measured from a competent run rather than chosen. Par carries sampling noise: the two seed families used to fit it disagreed by up to 19 points.

Action points

Everything a trooper does costs points, and when they are gone he is done for the turn. His allowance is 6 plus 0.6 for each point of agility, so an agile trooper gets several more steps than a heavy one. A hardsuit takes 1 point off it. Carrying a casualty adds 2 points to every step.

ActionPoints
Step, straight2
Step, diagonal3
Turn one point1
Work a door2
Use a kit2
Take up a casualty3
Snap shot4
Throw a grenade5
Set a charge6
Treat a wound6
Aimed shot7
Burst8
Stand watch (reserve)4

Anything you do not spend is lost, except the 4 points you can put into standing watch — a trooper on watch fires once, on his own, at the first hostile that moves across his front.

Moving, facing and what he can see

The deck is a square grid and a trooper may step diagonally. He cannot cut a corner through a bulkhead and he cannot go through a doorway on the diagonal — a threshold is entered square. Stepping onto a shut door opens it as he goes, at the cost of working it.

A trooper faces one of eight points and sees 12 cells within 45 degrees either side of his facing, plus everything at arm's length. What one man sees the party knows. A contact you can no longer see stays on the plan as a mark that ages, and after 4 turns it is worth nothing.

The station listens. Shots, charges and vents are loud, and the machine that runs it sweeps toward what it heard in the last 4 turns.

Tactical overlays

Reach marks cells the selected trooper can reach now. Threats marks the weapon reach of hostiles currently in sight. Cover marks explored passable ground that has intrinsic terrain cover; when the plan is large enough it prints that percentage in the cell. Cover is still directional in an actual shot, because the last cell a round crosses can also protect the target.

Fire

Three ways to shoot: a snap shot for 4 points, an aimed shot for 7, and a burst for 8 which throws several rounds at falling accuracy. Chance falls with range past the weapon's best distance, rises with the trooper's marksmanship, and falls with whatever the shot has to pass through. A hostile who has not seen you is worth 1.25 times the usual chance. No shot is ever surer than 95 in a hundred or worse than 3.

WeaponSnapAimedBurstRoundsDamageBest atReachCuts armour
Sidearm0.580.702–5360
Slug rifle0.520.740.3633–75110
Pulse carbine0.570.720.4242–6490
Scattergun0.680.784–9250
Lance laser0.440.805–108143

Armour stops damage, it does not stop bullets: each point of armour the round cannot cut takes 2 off the hurt. Cover is read off the last thing the shot passes through before the target.

ArmourStopsAirCosts
Fatigues0none
Flak vest1none
Vacuum suit140
Hardsuit2521 point off the allowance
HostileBodyArmourArmPointsSealed
Station hand60Sidearm6no
Guard101Slug rifle7yes
Heavy152Pulse carbine8yes
Cutting drone81Cutting arm10yes
Sentry gun122Turret gun5yes

Every attack is reported. Before you pay for a shot the cursor quotes the odds, the range, what the round has to pass through and how much hurt to expect against what the target has left. Afterwards the same figures are printed back to you round by round, with what his armour stopped and what he has standing — and the shot is drawn on the plan, solid where a round told and dashed where it did not. A standing watch steadies fire made FROM that watch by a further 10 in a hundred; a deliberate shot spends the watch and cannot claim it.

Air, pressure and venting

Every compartment either holds air or does not. In vacuum a sealed suit spends 1 of air a turn; a holed one spends 3. A vacuum suit carries 40, a hardsuit 52, and an air pack puts 18 back. At zero the trooper goes down.

The hull can be opened. A charge on a hull plate vents whatever it touches, and the vent runs on through any door that is standing open — which is exactly why you shut the door behind you. Anything in a vented compartment that is not sealed dies, including anyone you came to fetch.

Doors, locks and charges

Pressure doors are the seams of the ship. Working one costs 2 points. Some are locked; a trooper picks a lock on his technical rating, and a lock cutter is worth a great deal more than his fingers. A charge will also open one.

A charge costs 6 points to set and fires at the head of the next turn, so you set it and you get clear. A grenade costs 5 and lands where it is thrown rather more often the better the thrower's demolition rating.

The orbit link — Aldermoor

This is the game. The frigate that put you here is fighting her own action overhead, and everything you can ask of her is paid for out of link credit that she can only earn while she is holding her lane. She starts with 4 and can hold 10.

LaneCredit a turn
Close aboard2
Standing off1
Driven off0
Link broken0

She drifts. The harder the tasking presses her the faster she goes out, and a loud action on the deck presses her too — the station's alarm is on her plot as much as yours. Once she is off the plot nothing more comes down and you walk home.

RequestCreditNeeds at worst
Sensor sweep2Driven off
Lance strike4Standing off
Medevac lift3Standing off
Resupply drop3Driven off
Hold station2Driven off

A lance strike only reaches a cell with sky over it, so it is a surface weapon and a weapon for a compartment you have already opened. A medevac takes a casualty who is lying on the extraction point and turns a dead trooper into a wounded one.

The campaign and the depot

An action on its own is a single tasking with a party the quartermaster kits out. A campaign is all 5 of them in order, with one roster of 6 that carries between them.

What a trooper learns he keeps. What he spends is gone. Wounds heal between taskings; the dead do not come back, and a replacement arrives with an empty jacket — which is the real cost of losing a man, not the 18 points. A trooper lifted off by Aldermoor lives, and spends the next tasking in the infirmary.

Each tasking pays into the purse against the account it came home with, and the depot sells arms, armour and kit between them. A trooper carries at most 4 pieces of kit, and the depot buys back at half. The squad leader always goes; if he does not come home the campaign is over.

LineCost
Sidearm — 2–5 hurt, reach 60
Slug rifle — 3–7 hurt, reach 11, 3 to a burst0
Pulse carbine — 2–6 hurt, reach 9, 4 to a burst22
Scattergun — 4–9 hurt, reach 518
Lance laser — 5–10 hurt, reach 14, cuts 3 of armour40
Fatigues — stops 0, no air0
Flak vest — stops 1, no air16
Vacuum suit — stops 1, carries 40 of air24
Hardsuit — stops 2, carries 52 of air, 1 point off the allowance46
Grenade — carried, and spent when used8
Breach charge — carried, and spent when used12
Medical kit — carried, and spent when used10
Air pack — carried, and spent when used9
Lock cutter — carried, and spent when used14

Skills, casualties and the account

A trooper who does the work learns it. Every successful shot, lock, treatment, lift and charge gives about a 34 in a hundred chance of a point of the skill it used, up to 10.

SkillGoverns
Marksmanshipshooting
Agilitythe action allowance
Strengthcarrying and close work
Technicaldoors, locks and terminals
Medicaltreating a wound
Demolitioncharges and grenades

A trooper at zero body is down, not dead. He can be treated where he lies, carried out on somebody's back, or lifted off by Aldermoor. Left on the deck he will die of it.

The account: each objective is worth what the tasking says, a trooper who walks out is worth 6 and the leader another 8, a trooper left behind costs 18, a wounded one 4, every turn past the pace costs 2, and link credit you never spent is worth 1 apiece.

Contact intel

Press I or choose Intel to annotate stale hostile contacts with their last-seen age and an expanding uncertainty ring. These marks use only previously observed contacts and never reveal hidden enemies.