The following information is for the Main Campaign of Crux Europa. We are no longer recruiting for it at the moment, however slots may open from mission to mission for new players. Check back often and send a message to CruxCommand if you are interested!
Synopsis
Advance Wars meets Valkyria Chronicles, but with each player controlling their own individual squad. Death is assured.
Maybe elaborate a little bit more?
You are each leaders of a fire team in the Eighth Motorized Rifles (The Lionhearts) of the Cendrian volunteer military. This campaign will focus on the actions of the Lionhearts as they battle across the Eastern Front to defend their homeland from foreign agressors. Each mission will take place across a hex-grid map where you will issue commands to your unit and then watch the results play out in turn-based tabletop combat. If you survive, you will be able to progressively upgrade your units and carve out your own slice of history in the Hall of Honor!
...No but seriously, you're just going to die face-down in a ditch. For Cendria!
The mechanics and much of the flavor of this game is based on a modification of a popular and long-running series of imageboard adventures named Skirmish Quest. The most recent incarnation of Skirmish Quest, called Iron Hearts, is in many ways a spiritual precursor to Crux Europa. Due thanks and recognition is owed to the man called Monday, creator and owner of Skirmish Quest. It is through his blessing that I bring Crux Europa to you today. Browse the history of Iron Hearts through the link above if you wish! Don't be too hasty to assume that everything will apply here as well however. This is a brand new setting and a modification of those rules.
Everything you will need to play the system is provided right here.
The game uses d10 dice exclusively. By far the most common rolls in the game are to determine success of shooting or melee attacks. In the unit sheets, a "Hit Rating" is a number from 1 to 9 surrounded by a square. When you attempt to perform the indicated action, roll #d10 where # is how many attacks you are granted by your chosen action. Remember to multiply die rolls by the number of surviving combat-ready members of your squad who are making the attempt. 3 Riflemen shooting rifles with Hit Ratings of 1 x |6| would each roll 1 dice, for a total of 3d10.
The result on the die indicates success or failure, with lower rolls being better. In the case of the riflemen above, any dice that rolled a 6 or under on their d10 would have scored a hit, and any who rolled a 7 or higher would have missed with their attack.
The rules manual below expands on this core mechanic!
The application process is going to be quite simple.
In terms of dedication, I want to know that you're ready to invest some time at the rate of about 1 combat post/day for at least the course of the first mission. That mission might be over in about a week or two. After that if you stay or leave isn't any particular concern, recruitment is likely to come around again every time I find we need players. Bullethazard doesn't require that everyone who plays be a dedicated member of the roster! As time goes on we will likely have raw recruits and grizzled veterans alike fighting alongside each other. Such is the nature of war.
I don't want involved backstories or elaborate descriptions. You're not heroes, not special snowflake adventurers going to slay some dragon. You are merely dogs, fodder for the machine of war as viewed through the lens of this alternative dieselpunk WW2 scenario, and you'll live and die as such. Pick any one of the five unit options below to indicate your squad's specialty (or if a Chausseur, your individual fate as a scout-marksman). Copy and paste the Unit Card, and in the blank underlined field pick a name for the Corporal/Lieutenant/Specialist who is your avatar. If you feel the desire, add a paragraph or two describing any particular quirks or noticeable traits about your squad or the squad leader. The purpose of this is to allow you and your fellow soldiers to feel a superficial bond of camaraderie prior to your untimely and unpoetic death by blind artillery fire (Probably friendly).
Congratulations, you've built yourself a squad. Don't get too attached!
Specialized soldiers and Armored vehicles will be unlocked over the course of the campaign, if you're lucky enough to last that long. (Spoiler: You won't.) Not to worry though, assuming the war doesn't get too screwed up by your collective inevitable failures, you can just pick up with another squad of green recruits at the start of the next mission.
The Voltigeurs are the forward vanguard of the Cendrian Army’s heavy infantry, and practitioners of a pragmatic fencing style that is an offshoot of Valtic martial tradition. A Voltigeur shield-line is an unbreakable bulwark that will give even the most determined attacker pause for thought. Although Tyrian Legionnaires consider Voltigeur arms and armor crude by comparison to their own advanced designs, the natural resources of Cendria allow their military to employ bonded Ebontium composites in their equipment, a luxury that few other nations could hope to afford. The result is a superior alloy granting heavy armor with easy mobility that will not fatigue the wearer, but is nonetheless proof against many ranged infantry weapons. Similarly it forges balanced blades that will hold their razor-like cutting edge even against the hull of a main battle walker.
Rules clarifications:
Block - In order to gain the Damage Reduction benefit from shield blocking, every member of the unit must spend the Action. The entire squad defends in a single facing in order to gain the damage reduction effect.
The heart and soul of most Volunteer infantry divisions, Fusiliers are the perfect embodiment of the core ideals of the Cendrian military. They are resourceful, spirited, and more then capable of holding back a numerically advantaged enemy through prolonged skirmishing tactics. Their principle tools are the superior range and accuracy of their finely tuned rifles. And when the circumstances call for an assault by grenade and bayonet to flush out a cautious enemy, the flexibility of Fusilier battle doctrine enables the Cendrian infantry forces to take the initiative and claim their objectives.
Rules clarifications:
Rally! - Only one of the members (typically the squad leader) must spend the Half Action required to Rally. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded.
Cendrian battle doctrine dictates the premier importance of speed, aggressiveness, and firepower against a critical point in order to break the enemy’s lines. Whether in attack or defense, few soldiers are as well equipped to handle these tasks as the Grenadiers. Sacrificing armor for mobility and a multitude of specialist ammunition for their launchers, these bold combatants use their ability to launch indirect attacks to shatter the opponent’s will to fight.
Rules clarifications:
Launcher - The AOE of the Launcher works differently to other grenades. First, if there is a unit in the targeted hex, roll an attack with a rating of [6] to cause 1 damage to it. Then roll an attack with a rating of [5] against every unit within 1 hex of the target hex, including the unit in the target hex that you just attacked (if there was one). In this way the target hex may take up to 2 damage from a single Launcher attack. Remember that the Launcher needs to be reloaded after every shot.
Specialty Ammo - Each member of the team has 1 Smoke and 1 Flare grenade. Smoke grenades obscure vision in a 1 hex AOE area where they land. For one turn, all shooting attacks through the smoke cloud suffer a [-2] Hit penalty (does not begin it’s effect until the start of the opponent’s turn). The smoke will dissipate at the end of your side’s following turn. Flare grenades may have a variety of mission-dependent uses, but are primarily helpful for lighting up areas of Fog of War on maps where vision is limited (approximately 2 hex AOE Reveal around the target hex). Be sure to declare at the time that you Reload if you are loading up a specialty grenade.
Brace for Impact - Explosive attacks are generally classified as any weapon that causes damage in an AOE pattern and is not also explicitly a “Flame” weapon. Brace for Impact’s Damage Reduction is automatic and requires no actions.
During his attempts to bring the Cendrian Fourth Volunteer Rifles to a decisive conflict in the foothills of the Cendrian border, Field Marshal Greiber of the Orlon Heavy Infantry Hunden Division is claimed to have called his elusive foes “sheer ghosts... we should perhaps have better luck if we train our weapons upon the mountain mists or the falling rain.” He spoke, of course, of the Chausseurs. These light infantry specialize in screening tactics, calling out targets for their allies, and the art of the one-shot kill. Commonly recruited from the big game hunters of the rugged frontier lands, Chausseurs are encouraged to maintain their independent streak and typically operate with very wide operational freedom, all the better to support the Cendrian Volunteers in the manner best suited to the situation.
Rules clarifications:
S. Rifle - When firing the Sniper Rifle, roll a single attack dice. If the roll score a rating of [7] or below, the result is 1 damage. If the roll hits a rating of [3] or below, the result is instead a Critical Hit for 2 damage.
Spotter - You may not Spot a single unit twice. Unless you specifically declare the allied recipient of the Spot effect, the Hit bonus will simply go to the first ally to post an attack against the target this turn (even if they posted before you).
Vanish! - When you declare you are using Vanish (usually at the end of your turn after performing other actions), your current position will be replaced with a marker. At the beginning of your next turn, pick a point anywhere within 4 hexes of your Vanish! marker to reappear within, then take a full turn from that starting hex.
The Officer Candidate School of the Cendrian Volunteers is unlike that of other Europan militaries. Instead of a rigid adherence to doctrine, creative thought and a pioneering spirit are cultivated very early in the careers of the Cendrian officer corps. As a result all ranks of command encourage free-thinking and resourcefulness in their subordinates, with final result at the field level by the first lieutenants and non-commissioned officers. The quick thinking of Cendrian field officers has salvaged many a desperate situation where any other military would have failed at the test of personal initiative.
Rules Clarifications:
Flank! - Only the Lieutenant of the squad may use this ability. Flank may only be used to grant a Movement bonus to Infantry units, not Armor. If the ally has already acted in this turn you may choose the additional hex they move to for them. An ally that Runs on their turn adds the +1 Move from Flank! AFTER they calculate their run speed based on their normal Move.
First Aid - Only the Medic of the squad may use this ability. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded. First Aid has unlimited uses.
The Machine-State has made it's move. Mechanized forward elements of the Wulf and Hunder Divisions, supported by crushing aerial superiority, stream across the lightly-defended borders of the Free Principalities and sweep south, bypassing the stiff defense line of the Cendrian Eastern border. Already the 11th and 13th Cendrian Border divisions are in danger of being encircled.
The Cendrian 8th Division Motorized Rifles ("The Lionhearts"), are tasked with holding off the forward elements of the Orlon Wulf Brigade as it races to cut off the retreat of the 11th and 13th Infantry divisions. This area of land across the border of the Free Principalities borders the Abrient Fen, territory that Valtic legions have fought and bled over for centuries. Battle is met in the morning as the Wulf Brigade comes across the Lionheart's hastily built fortifications at the site of the triumphal arc of a long-dead Valtic general.
Corporal Varro's squad takes a turn, with every member shooting his rifle once from Snap-fire (.5 action), then two members of the squad fire again on Aimed (1 Action), while the third member throws a grenade. Assuming this was the first turn he'd used any actions, his Unit Card would then look like this:
Goddammit I swamped with paperwork! My clerk just got shot and the unit is still in the red and under-supplied! Why the hell did I quit my job at the bank...