Friday, November 2, 2012

Updated Outline: Action Phase - Part 1


The Action Phase is a big part of the game to outline, but here's the first part. Which covers unit Activation and the available actions.

I)     Action Phase
a.     Unit Activation
                                               i.     Each unit is activated one at a time, and an order is chosen.
                                             ii.     Each Unit Moves and Shoots all at once, according to it’s chosen order.
1.     If a unit has any suppression markers, it must roll a Ld check in order to perform the order.
a.     Ld check is roll one die per Ld point, must roll Nv or less on at least one (Pass-One).
b.     Units without a Leader suffer a -1 Ld penalty.
c.     With one marker, the unit must simply roll a normal Ld check.
d.     With 2 or more markers, the unit’s Nerve (Nv) will be reduced by one for each marker after the first. So a Ld2, Nv3 unit with 3 markers will roll two dice, hoping to roll a 1 or less (Nv3 – 2) on at least one of those.
2.     If the Ld check passes, the action is performed and one Suppression marker is removed for each Ld die that rolled Nv or less.
3.     If the Ld check fails, the unit must perform a Fall Back Action.
                                            iii.     Once a unit has completed it’s action, the player selects another unit. Continue until all units have been activated.

                                            iv.     Possible Actions
1.     Open Fire!
a.     The unit may split it’s fire.
b.     Unit may move up to ½ of it’s Movement (Mv) to adjust it’s position slightly, then fire at it’s full Rate of Fire (RoF).
c.     Unit may NOT move at all after firing.
d.     Unit is allowed to Snap Fire in the opponent’s next shooting phase.
2.     Advance!
a.     The unit may split it’s fire on a Ld check for each target after the first.
b.     Unit may move up to it’s full Mv either before or after firing it’s weapons.
c.     When firing, the unit may only shoot at ½ of it’s normal RoF.
d.     One-handed weapons (such as Pistols) may still shoot at their full RoF.
3.     On My Target!
a.     Unit may not move at all.
b.     Unit may not split it’s fire.
c.     Player nominates a target enemy model.
d.     A standard Teardrop Template is placed on top of the model, with the large end centered on the target, and the small end pointing directly away from the leader of the firing unit.
e.     All hits from the unit’s shooting must be allocated to models underneath the template.
4.     At The Double!
a.     Unit may not shoot.
b.     Unit may not split it’s fire.
c.     One-Handed weapons (such as Pistols) may still shoot at ½ of their normal RoF.
d.     Enemy units may Snap-Fire at the ATD unit, either before or after it moves.
5.     Go To Ground!
a.     Unit may not shoot.
b.     Unit gets +1 Evasion (Ev)
c.     Unit gets +1 Toughness (To)
d.     Unit is allowed to Snap Fire in the opponent’s next shooting phase.
e.     Gone-To-Ground is not persistent. To remain GtG, the unit must pass a new GtG order each turn.
6.     Fall Back!
a.     Only activation allowed to units that Fail their Ld check (may not be chosen otherwise).
b.     If the Unit has >50% of it’s starting models...
                                                                                                     i.     Unit may either fire at ½ of it’s RoF, OR move at ½ of it’s Mv. But not both.
                                                                                                   ii.     One-handed weapons may still shoot at their full RoF IF the unit does not move.
                                                                                                  iii.     Unit may not split it’s fire.
                                                                                                  iv.     Movement may be either toward, or away from, the enemy.
c.     If the Unit has <50% of it’s starting models...
                                                                                                     i.     Unit may not fire at all.
                                                                                                   ii.     Is the unit currently concealed from all enemy units within it’s Aw range?
1.     If so, the unit does not move. It gains +1 Ev, and +1 toughness. But it may not Snap-Fire at enemy units during the Opponent’s next Action Phase.
2.     If not, the unit MUST move towards the nearest concealed position that is not closer to any part of an enemy unit than it is to any part of their own unit.
a.     If no such position exists, the unit must move towards it’s own table edge.
b.     The unit must move as far as possible towards the concealed position (or table edge); at up to 2x it’s normal movement. If any model has to move further than 1xMv to reach concealment, then then the entire unit may be fired upon using the snap fire rules.
c.     Models will not end their moves in dangerous terrain. If models must cross dangerous terrain in order to reach the table edge, then they will cross it completely or they will stop short of crossing it.
d.     Units which reach the table edge while falling back are removed from play. If the unit has >25% of it’s models remaining, then it does not count as destroyed for scoring or Task Force Morale purposes. If it has <25% of it’s models remaining (because of Snap Fire kills, for instance), it does count as destroyed.
d.     If the Unit has <25% of it’s starting models...
                                                                                                     i.     The Unit is considered destroyed and removed from the table.


Thoughts?

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