Talk:Skies Above Earth (Map Game)

Deployment
Can range from 1 soldier to 200 squad members and/or vehicles: + 1 - 200 (It varies on the game you wish to play in).

Local Climate

 * Normal: +0
 * Stormy: -15
 * Rainy: -5
 * Sandstorm: -10
 * Cold: -15
 * Glacial: -20
 * Warm: +10
 * Humid:+15
 * Hot: -10

Modifiers

 * Night Time: -5 without night vision technology. Otherwise +2.
 * Day time: +5
 * Breathable Atmosphere: +5
 * Toxic Atmsophere: -5
 * Reduced Visibility: -10
 * Radioactive: -25

Mission Objectives
Can range from securing strategic location to breaking through enemy lines.
 * Secure Strategic Target: +5
 * Sabotage Key Target: +3
 * Serure Unimportant Target: +1
 * Sabotage Unimportant Target: +1
 * Secure Object of Interest: +2
 * Protect Strategic Target: +8
 * Project Unimportant Target: +1
 * Project Key Target: +7
 * Protect Uimportant Target: +1
 * Protect Object of Interest: +6
 * Break Defensive Line: +6
 * Defend Defensive Line: +10
 * Cut off Supply Lines: +8
 * Defend Supply Lines:+12

Troop Numbers
x troop numbers/y troop numbers

Training

 * Disorganised Rabble: -20
 * Very Untrained: -15
 * Untrained: -10
 * Recruit: +0
 * Regular:+10
 * Veteran:+15
 * Elite:+20

Morale

 * Extremely High Morale: +20
 * Very High Morale: +15
 * High Morale: +10
 * Above Average Morale: +5
 * Average Morale: +0
 * Below Average Morale: -5
 * Low Morale: -10
 * Very Low Morale: -15
 * Extremely Low Morale: -20

Equipment

 * Is superior to enemy's: +5
 * Is significantly superior to enemy's: +10
 * Dwarfs enemy's: +15


 * Equal Equipment: +0


 * Is inferior to enemy's: - 5
 * Is significantly inferior to enemy's: - 10
 * Dwarf's enemy's: - 15

Modifiers

 * Broken Equipment: -5
 * Weather Damages Equipment: - 10
 * Improvisation: -2
 * Significant Improvisation: -6

Location

 * Metropolis: +15 Defender, -15 Attacker
 * City: +10 Defender, -10 Attacker
 * Town: +5 Defender, -5 Attacker.
 * Plains: +0 Both Sides
 * Desert: +2 Defender, -2 Attacker
 * Jungle: +4 Defender, -4 Attacker
 * Barren: +0 Both Sides
 * Plateau: +5 Defender, -5 Attacker
 * Military Fortress: +25 Defender, -25 Attacker
 * Military Base:+20 Defender, -20 Attacker
 * Military Outpost: +15 Defender, -15 Attacker
 * Swamp: -5 Both Sides.
 * Tundra: -10 Both Sides
 * Polar Ice Cap: -30 both sides
 * Mountains: +30 Defender, -30 Attacker.

Technology

 * Is superior to enemy's: +5
 * Is significantly superior to enemy's: +10
 * Dwarfs enemy's: +15


 * Equal technology: +0


 * Is inferior to enemy's: - 5
 * Is significantly inferior to enemy's: - 10
 * Dwarf's enemy's: - 15

Modifiers

 * Clarketech: +5 bonus.
 * Primitive: -5 penalty.

Tactics

 * Flying to the X: +2
 * Flying to the Y: +5
 * Flying to the Z: +0
 * Amphibious Landing: -2
 * Ambush: +4
 * Expected Attack: -3
 * Orbital Drop to the X: +7
 * Orbital Drop to the Y: +10
 * Orbital Drop to the Z: +4

Tactical Aid (Optional)

 * Air Strike: +5 Attacker, +10 Defender
 * Naval Strike: +3 Attacker, +5 Defender
 * WMDs: Automatic Battle Outcome if RNG result annihilates entire squad. Otherwise, +20 attacker, +25 Defender
 * Supplies: +6 Attacker, +8 Defender
 * Artillery Strike: +4 Attacker, +6 Defender
 * Orbital Bombardment: +15 attacker, +20 Defender
 * Drone Support: +2 Attacker, +4 Defender
 * Reconaissance: +1 Attacker, +3 Defender

Additional Squads (Optional)
WARNING: You can only call about 2 small squads, 1 medium squads and one large squad per battle.
 * +5 per small squad.
 * +10 per medium squad.
 * +15 per large squad.

Actions (optional)
Will be RNG determined.
 * Eliminate x unit: 1 - 5 for success, 6 - 10 for failure.
 * Throw primed explosives: 1 - 3 lands on indicated target. 4 to 6 lands off target. 7 - 10 explodes on user's hand.
 * Use vehicle: 1 - 5, vehicle operation success. 6 to 10 - vehicle operation failure.
 * Call in Additional Squads (optional): 1 - 5, Success; other squads in range. 6 to 10, other squads out of range.
 * Stun/Capture x unit: 1 - 5 for success, 6 - 10 for failure.
 * Steal weapon: 1 - 5 for success, 6 - 10 for failure
 * Use miscellaneous equipment: 1 - 5 for success, 6 - 10 for failure.
 * Call for Tactical Aid (optional):  1 - 5, Success; tactical aid in range. 6 to 10, tactical aid out of range.

Chance

 * Will be decided by an RNG from 1- 10.

Result
Subtract for larger number, and proceed as with the SSS2 algorithm and proceed with the next turn if avoiding actions. Add up casualties if using actions and proceed with the next turn. Repeat process until either user aborts the mission or has all units eliminated.

Abort Mission?
Will be asked every turn.
 * Yes: Automatic Defeat. RNG determines casualties during retreat.
 * No: Battle continues.