Vengeance
Rationale
Aim
The Aim of Vengeance is to create a single universal playset for multiple settings. It achieves this through use of a number of dice, rather than the usual D6, but keeping the same results between dice.
This means that even if an infantryman using a rifle rolls a 6 on a D6, it is physically impossible for them to deal any damage to a tank with an armour value of 12, unless they instead use a weapon rolling a dice of D12 or higher.
This neatens the game design by allowing a single die roll for to hit, armour penetration and other results, and reduces the need for complex armour tables that the player must spend time looking up. This should also aid one of the key aims of VUBS which is reduced turn times and increased turn threshold for longer engagements.
Scale
Vengeance is scale agnostic, as it uses real world data and interpretation to create a working recreation of warfare on the tabletop. The system uses 3 range bands, representing 100 Metres, 250 Metres and 500 Metres, named A, B and C respectively. At varying scales, these will of course represent different distances on the tabletop, and so larger scales will in turn have longer ranges.
The main concern is the differential between the range bands of A and B, as this represents the more marked differences in combat between CQB and longer range engagements. Range C represents extreme long range engagements that cannot be well rationalised at tabletop scales, and are too large for most common tabletop sizes anyway.