Friday, 17 December 2010

Rules: Unit Abilities part 1

Below is the first list of abilities that units can have and what they can do.  More Abilities will be added at a later state.

Unit Abilities
Ability
Rules
Infiltration
The unit can be deployed up 10” or twice its move value from their deployment zone, whichever is higher.  This is 15” or tripled Move value if the pilot of the unit has the “Infiltration” skill as well.  They cannot be deployed within a 15” of an opposing unit.
Multiple Crew
Nothing. This is around for special skills.
Multiple Unit
This unit has several men in one unit. This ability is many on infantry based units.  Weapons will only be deal half damage (rounded up) before armour unless the weapon has the Anti-Infantry ability.  Please note, this is from weapon damage and not from any other forms of damage.  Also the Action Costs of using Linked weapons being used by units with this ability is only one Action Counter.
Stable Platform
The unit will only suffer a -2 to its attack values for using a Heavy Range and Artillery type weapons in a turn it had move instead of -4.  If the unit uses a Heavy Range type weapon and the pilot has the “Heavy Fire” skill this becomes a -1 instead.  The unit cannot use this ability while in the High Sky level.
Unstable Platform
The unit suffers -2 to all its attack values if it moved this turn.

Sunday, 12 December 2010

MS Wars Update, 12th of December, Quickly

This is a robot of the games CosmicCommander and
CosmicBreak
Hi, nothing to really update at the moment sadly. The main structure of the Tower is done just need to build things like ladders and the plans for the Necromunda Campaign is going ahead. Due to the Holiday period there while be a five day wait for MS Wars posts instead of three and the next update post will be in just over four weeks time. So here is a list of up and coming MS Wars post. Please note these date are not set in stone and may change.

16/12/10: Rules - Unit Special Abilities part 1
21/12/10: Units - Cavendish Troop Transport
26/12: Units - Amago, Scout Type
31/12: Rules - Pilot Skills part 1
5/1/11: Units - Human Scouts
10/1/11: Story or Units - North Jeep
13/1/11: New Update post

Until next time, enjoy.

Wednesday, 8 December 2010

Units Update: Amago, Standard Type

Here is the replacement post. Oh and please note the Update post will be at least a day late due to sickness and free time. 


Here are five more Character Cards for the Amago, Standard Type.

Units: Human Heavy Weapon Team (Updated on 10/01/11)

OK there has been a change of plan, the story post will be pushed until some time next month and as there was no posts Sunday I will try post post another post soon.

INFANTRY TECH LEVEL 2


Human Heavy Weapon Team are a two man squads with the pilot as the gunner and another guy for re-loading and to support targeting. They are the most commonly found Infantry tech level two there is.

Here are the Character Cards of the Base Human Infantry. click on the pictures to get a better look at them. More Character Cards will come in later posts:




Thursday, 2 December 2010

Rules: Extras

                 There are more than just moving and attack in a game.  Some of these may have be mentioned in earlier chapters like Endurance.  As these rules do not belong to any of the other chapters, they have been added to this chapter.



Endurance

                When the pilot of a unit has to take an Endurance test, they roll a number of D6 equal to their Endurance value.  If at least one of these D6 rolls equal to or greater than the test value, they pass the test.  If they fail, their Endurance value is reduced by one.  There might also be other things that will happen if they fail depending on the test.  These will be stated with that test.  If a pilot’s Endurance value drops to 0, then the pilot is classed as being Unconscious.  Well the pilot is Unconscious, the Unit they are in cannot make any actions.  Also the unit suffers from a -2 to its Defence value.  At the beginning of each turn or after the unit is hit by an attack, the Unconscious pilot roll a D6, on a roll of 6 the pilot is no longer unconscious and regains one point of Endurance.  During the End Phase, all non Unconscious pilots that have no action counters on their unit before clearing regains one Endurance, up to their starting value.


Command Tokens

                At the beginning of a game, each team starts with a number of Command Tokens equal to their TCV (Team Command Value).  TCV is the Team Commander’s Command value plus any other bonuses to it like “Command Unit”.  Players can spend these tokens at anytime in the game to do special tasks that are listed below.

  • Add one to Movement value of a unit until the end of the turn.

  • Re-roll one of yours or your opponent’s dice rolls, which is not damage.  Rolling several dice at once, like an Endurance test, is classed as one roll.

  • Remove one action counter from a unit.

  • To ignore a failed Courage Test only if the team has not lost more than 50% of its units.

If the unit the Team Commander becomes out of action, then two of the remaining Command Tokens are lost.  If the Team Commander in unconscious, it cost two Command Tokens to do the job of one.



Courage Test

                When a team loses unit(s) that combed VP (Victory Points) equal to 25% or more of the teams total VP, they must take a courage tests during the End Phase.  They must roll 2D6 and add them together.   If the result is equal to or less than the teams Courage value, which is their TCV plus five, they pass it and nothing happens.  If they roll higher, they fail the courage test and retreat.  All units in base contact to opposing units are treated as making a Breakaway Move action.  After that the team is classed as losing the game. A team will first roll when they loss 25% VP and then on turns they loss a unit until they have loss 50% or more, than they take Courage Tests every turn.  They will also suffer a -2 to their Courage value if they lost more than 50% of their total VP value and they will suffer an automatic failure if all Pilots are out of action or Unconscious.  Full VP on the Pilot Sheets is the total VP of the team.  25% VP on the Pilot Sheets is the 25% of the team’s VP rounded up and 50% VP on the Pilot Sheets is the 50% of the team’s VP rounded up.



Morale Test

                When a unit needs to make a Morale Test, the player rolls 2D6.  If the result of roll is greater than the pilot’s Morale value, the unit fails the test otherwise they pass.  The section below, Fear, uses Morale Tests. If there is a friendly unit with the “Command Unit” Ability with in 10” and can be seen by the unit, the pilot gains a +1 to their Morale value.



Fear

               If a opposing unit has moved within 10” of a unit that is two or more Size Classes bigger than them, the pilot must take a Morale test at the end of a the phase.  If they fail, place a Fear Token onto the unit as well as an action counter.  Units with Fear Tokens cannot make any move actions and they cannot make and receive or give any Aid or Support actions.  During the End Phase, units with Fear Tokens may make a Morale Test.  If they pass it the Fear Token is removed.  Also if the pilot becomes Unconscious, the Fear Token is removed.

Monday, 29 November 2010

Units: Amago, Range Type

MECHA TECH LEVEL 2


The Amago is a first generation mass produced Small SRACU made by the humans race. They are humanoid like most of the other combat mecha made by the human race. They are the most commonly found of all mechas from the remains of the Mobius Empire. They stand about seven meters tall and can carry its own weapons, which allows the armaments to be easily interchangeable. Being a first generation mecha it does not have the power relays to support high powered weapons like beam based weapons. The Amago Range type is a Amago that has been upgraded to have more accurate targeting systems, the ability to carry and use heavy weapon and has shoulder mounted weapon(s) for support fire.


Here are the Character Cards of the Amago RangeType. Click on the pictures to get a better look at them. More Character Cards will come in later posts:


Friday, 26 November 2010

Update 26th of November, The giant's tower

This is not a mecha from the game, but
it does give some ideas for walking
platforms
Well it has been just over two weeks now since the last update post, so it is time for another update on what has been happening with the game.

Sadly there is not to really report about. Apart from making the posts I have not being much. The help Richard gave my last Sunday wass to reshow me how to make filter forms in Access. He had a little bit of trouble as he is use to MS Access 2003 while I have MS Access 2007. He also said he will like into making the DC tilly simpler then doing a if statment for in number that it couple possibility be. He then phoned and e-mailed me with some ideas on using Visual Basic.

Also I am plan on running a Necromunda campaign in the New Year. The main reason I am doing this is to re see the Necromunda campaign system in action for MS War as I want to use a semiler system in it. As must of my Necromunda terrain is ever missing, damage or baried ramdom boxes, I decided to build some. Well in fact one main bit. A tower. I plan to make it useable to both Heroclix and MS Wars. OK, there will be a problem with vehciles with MS Wars but I am thinking of ways around that. Currently just finished three floors and will be doing next the ground which is needed for Heroclix and then I will be doing ramps, ladder and maybe walls for it. Oh the overall plan for the tower is, Stage One: to build it up to three floors high, with a ground floor, Stage Two add a fourth floor, Stage Three add two more fours with another ground floor so I can make in two small towers or one large tower and then Stage Four make variable floors to swap around half damaged floors. Also there will be a centre piece that which I need to design and build.

The Tower at the end of Monday
What are my plans for now? Finish off Stage One of the tower, rechecking the rules that I have not posted yet and add new pilot skills, try to get back into model making and design and build the centre piece.

Lastly here is a list of up and coming MS Wars post. Please note these date are not set in stone and may change.
29/11: Units - Amago, Range Type
2/12: Rules - Extras part 1
5/12: Background or Story
8/12: Units - Human Heavy Weapon Team
11/12: New Update post

Until next time, enjoy.

Wednesday, 24 November 2010

Rules: Attacking part 2

Firing Arcs

When making an attack, the target must not only be in range of the unit’s weapon, but they have to be within the unit’s firing arc.  The firing arc can come from the front, sides, diagonals or rear depending on how the weapon is carried and weapon type.  The centre of the arc must go thru the correct arc line.  See the diagram below.            



Making Attacks

                If the target is in the firing arc and in range of the weapon of the attacking unit is using and the attacking unit can see them unless otherwise stated, the unit can attack the target.  When measuring the range you measure from the centre of the attacking unit to the edge of the target.  When making an attack roll, the attacking player rolls a D20 and adds the targets Defence value to whatever they roll.  If the result is equal to or less then the used attack value of the attacking unit then the attack moves on to damage.  If you miss the attack, nothing happens unless the used weapon has any abilities that have effects when the attack is missed.  All nature rolls of 20 on the dice are automatic misses and all nature rolls of 1 on the dice are automatic hit.  Nature means that the result on the dice before modifiers.  If the unit needs to roll a one or lower to hit, then an automatic hit will only do half the damage rounded up that it would have done.  An attacking unit Attack values can be modified by certun conditions.  These conditions are listed in the table below.

Condition
Range Attack Modifier
Melee Attack Modifier
The attacking unit has made a run or charge move action this turn.
-3
0
The attacking unit can only see half or less of the target.
-3
0
The attacking unit can only see between a three-quarters and a half of the target.
-1
0
The target has moved more than 10” this turn.
-3
-1
The attacking unit has lost more than half its DC.
-1
-1
The attack is on the target’s rear 90º arc.
+2
+2
The target has lost more than half its DC.
0
+1
The attacking unit has made at least one move action is turn and is using a Heavy Range or Artillery weapon.
-3
0
The attacking unit is using a 1/2 Handed weapon with one hand.
-2
-2
The attacking unit is using a 2 Handed weapon with one hand.
-5
-5
If the attacking unit has already made an attack this turn with the weapon, unless the weapon has the Rapid Fire Ability.
-1 per attack already made
-1 per attack already made
If there is other possible targets of the same size class or larger in shorter distance than the target in the some cover or less then the target.
-1 for each
0

                When determine how much of a unit you can see you look from the head of the unit that is attacking. If the nit does not have a head you will look from the base of the weapon being used. If a friendly unit is giving more the 10% cover to the target, you cannot attack the target unless the pilot of the attacking unit has the “Sniper” skill.



Each weapon has a Damage value, like D6 and 2D3.  Roll whatever dice you need for the weapon when dealing damage.  (Note: a D3 is a D6 that results are halved and rounded up so 1 and 2 is 1, 3 and 4 is 2 and 5 and 6 is 3). 
Some weapons state Str in the Damage value, this is the unit’s Strength value.  If they are using the weapon with two hands, the units Strength value goes up 50% (rounded up) for the attack.
The result of the damage dice roll with any modifiers to it is the amount of damage the attack deals to the target.  Note that some unit and pilot can boost up damage; this is based off the damage rolled. 
The target loses DC (Damage Capacity) points equal to the damage deal minus their Armour value.  This cannot be reduced lower than zero.  If a unit hits zero DC, they are classed as being out of action.  The unit is removed from play and if its Size Class 2 or more, a ruined base of the same size base as the unit’s is placed where the unit was.  This is classed as elevated terrain equal to the units Size Class minus two and is classed as Very Difficult Terrain as well.


Guided Attack

                When a unit makes an attack, a friendly unit in base contact that is the same size class and unit type as the attacking unit can make an Aid action at the same cost as cost as the attack to a minim of 1.  The aiding unit must be able the see the target as well.  The aided unit gains ever a +2 to both its Attack values or D3 extra damage for the attack.  If both units have the “Multiple Unit” ability, the aided unit gains both effects.  A unit can be aided by a maximum of two units per attack and aiding units can only aid once a turn.
                Units with the “Sensor” ability can aid other units even if they are not on base contact or able to see the target or attacker or the same size class and unit type as the attacking unit.  However, both the target and the attacking unit must be within the unit’s Sensor range which is the Unit’s Size Class, plus one, all times by 5.  Also units with the “Sensor” ability can make two aid actions instead of just one.


Attacks of Opportunity

                Attacks of Opportunity are Melee attacks that happen when an opposing unit tries to break away. Units can only make one Attacks of Opportunity but it has no action cost but the weapon being use is still class as being used. If the Unit changed the unit that is breaking away this turn it may use a ram attack instead of a melee attack for the Attacks of Opportunity.

Saturday, 20 November 2010

Units: Pelham Tank

The Pelham Tank is a human made medium size tank.  Medium tanks are simply neither the heaviest nor lightest in weight, and are a balance of firepower, mobility, protection, and endurance. There were medium tanks that focused on anti-infantry capabilities and medium tanks which were more focused on the anti-tank role, mounting high-velocity tank guns. The Pelham is armed with a standard medium size cannon and a machine gun as standard.

Here are the Character Cards of the Pelham Tank. click on the the pictures to get a better look at them:




With the Sergeant Skill (OK it is miss spelled on the card), the unit of that is the Ace pilot should have an Action value and Output value of 3. 



Wednesday, 17 November 2010

Rules: Attacking part 1

Like most tabletop battle games and role-play games attacking you opponents is a major element of the game, as normally it’s your main goal or a side goal is to take out your opponent.  There are currently three kinds of attacks Range, Melee and Ram.  These attacks have different rules when being used which are listed below.  Unless the weapon or attack states otherwise the Action Cost for each attack is 1.  Some weapon can only be used once a turn but this is based on weapon type.

Range – Like the name shows, these kinds of attacks are from for a distance.  All weapons with a range greater than 0 can be used in ranged based attacks.  The Range value of a weapon is the distance in inches a unit can attack with that weapon normally.  To attack the unit must be able to see its target.  Units of the same Size Class or larger to the target blocks the line of sight unless the attacker or target is in a different level.  Units on different level then the attacker or the target does not block the line of sight also.  For Range based attacks the unit must use its Range Attack value unless other wised stated.

Melee – This is hand-to-hand combat.  The unit must be classed as being in base contact with the target and be able to make Melee attacks to make a melee attack it.  Only Melee or Long Melee type weapons can be used in melee attack unless it is an unarmed attack.  For Melee based attacks the unit must use its Melee Attack value.  Only Infantry and SCARUs (unless as well as Units that have arms) can make unarmed attacks.  If two units would have been in base contact with each other if one of them was not on elevated terrain and the elevated terrain is smaller than the unit on the ground (or the difference in elevated terrain is not as tall or taller than the lower unit) then they may make melee attacks on each other.

Ram – Ram attacks are like melee attacks, however the unit must have made a Charge Move action this turn.  Also the target must be in the unit’s Front arc unless otherwise stated.  For Ram based attacks the unit must use its Melee Attack value.  They will normal deal their Strength value in D6 to the target unless they have a Ram or Long Melee weapon type were they use their damage instead and they receive half (rounded down) of that damage dealt plus the targets Armour value in damage.  After damage is done both units move forward in the direction the attacking unit was moving in, at a distance of the attacker’s Strength Value minus the target’s Size Class at a minimum of 0. You can only make one ram attack a turn.


Weapons

Before go on to the rules for making attacks, it is best that we look into weapons and the different type of them first.  All weapons have states just like pilots and units.  Some have longer ranges than others, some are more damaging, and so forth.  Each weapon is defined by a set of states and abilities namely: Type, Sub-Type, Range, Damage, Fix and Link.  They also have special abilities but they are covered in the “Special Ability” chapter later on in the rules.  Descriptions of the different states are given below.

Type – The type of weapon effects when it can be used, what requirements are need to use it and any special rules behind it.  These are cover in more detail later in the next part of this chapter.

Sub-Type – This is the kind of weapon it is like beam and cannon.  Some weapons have two or more sub-types.  If the weapon has more than one sub-type, pilot to have the “Weapons Specialist” Skill for at least two of the sub-types to gain the bonus for one of them.

Range – This is how far the weapon can shot.  If the weapon’s range value is o it cannot be used in range based attacks.

Damage – What dice you need to roll for damage.  This is normally D3s, D6s or D10s.

Fix – This is how the weapon is carried or were it is located.  These are cover in more detail later on in this chapter.

Link – This will state if the weapon is linked to any other weapon or equipment and how they are linked together.  These are cover in more detail later on in this chapter.


Weapon Types

They are several different types of weapons, most of them are normally used in on type of attack.  However one of the weapon types, Long Melee, can be used in more the one type of attack.  Below is a list of different types of weapons, the type of attack it is, the rules for using a weapon of this type and the change to the arc of fire if there is any.

Anti-Personal – Range – Weapons of this type are like Range type weapons, but normally they have a much shorter range.  Unlike other weapons that can make range based attacks, Anti-Personal weapons can be used in base contact.

Artillery – Range – These are just like Heavy Range type weapons but they do not gain befits of the “Heavy Fire” skill and the firing arc for these weapons are halved again, making it a quarter.  You can only use an Artillery weapon once a turn.

Heavy Range – Range – These are heavy duty weapons and they having some of the longest ranges as well.  If a unit uses a Heavy Range weapon, they cannot make any move actions afterwards for the rest of that turn.  If the unit has already made a move action they suffer a -4 to their Range Attack value unless the pilot has the “Heavy Fire” skill or the unit has the “Stable Platform” ability which changes this.  You can only use a Heave Range weapon once a turn unless otherwise stated.

Long Melee – Melee/Range – These are like Melee type weapons however they are a lot bigger and can hit units from a distance.  Unless the unit using this type of weapon is in the High Sky level, it cannot attack unit in the High Sky level.  Also if the unit is in the High Sky level they can only use this type of weapon on other units in the High Sky level.   Two main examples of is type of weapon are whips, pole arms and some large two handed swords and axes.

Melee – Melee – These are standard hand-to-hand weapons.  All Melee type weapons have a Range value of 0 as they can only be used in melee attacks.

Rammers – Ram – These weapons are used to improve on ramming damage of the unit and to improve their push back.

Range – Range – These are the standard ranged weapons used in range attack.

Unarmed – Melee – This isn’t a weapon, these are just the units bare fists and feet.  Unless unit abilities or pilot skills state otherwise, unarmed attacks only do the units Strength value in D6.  Units with a Strength value of 0 will do D3 damage.


How is the Weapon Carried?

                When you look at a unit weapons list it will tell you how the unit is carrying the weapons.  Below is a list of the way the weapons are fixed or carried by the unit.  This is noted under Fix on the weapon listing for the weapons states.

Hand held – These weapons are carried by the unit hands.  Only SRACUs and Infantry, as well as other units with arms have hand held weapons.  Hand held weapons are split into three sub type.
1 Handed – This weapon needs one hand to use it.
2 Handed – This weapon needs two hands to use it.  The unit can try to use it with one hand but it will suffer a heavy penalty to its attack values.
1/2 Handed – This weapon can be use with one or two hands, but if it is being used with one hand the units suffers a penalty to its attack values.  Also a unit cannot use two 1/2 Handed weapons at the same time unless otherwise stated.
All hand held weapons have an arc 180º on the front arc unless a skill or weapon changes that.  Unless other wised stated, the Mobile Suit and Infantry units have two hands to use weapons with.  Some hand held weapons are in fact fixed onto the arm, but as they need to use the whole arm the weapon is on to use it, they are classed as hand held weapons for simplicity. During the First Move Phase, as a free action the player can (or must if it is the first turn) declare what hand held weapons and/or equipment the unit is using and how many hands are holding them.  If the player has not declared this, the unit is classes as use the same weapons and/or equipment as last turn.  At a cost of one Action Counter the unit can change the weapons and/or equipment it is using any time in the turn.

X Arc - These weapons are fixed to one spot on the unit.  They have a 90º arc at a set location which is where X is.  There are eight different locations this can be.  These are: Front, Front Left, Front Right, Left, Right, Rear Left, Rear and Rear.

Fixed Handed – These are like 1 Handed Hand-held weapons, however they replace the hand or entire arm meaning the hand cannot be used for any other weapon or equipment.

Turret – These weapons are fixed to a turret on top of the unit.  They have a 360º arc. During the First Move Phase, as a free action the player can (or must if it is the first turn) declare which arc the turret is facing.  If the player has not declared this, the turret is classed facing the same arc as last turn.

Stand – These are like 2 Handed Hand-held weapons, however the unit cannot use the weapon if they make a move action this turn and they cannot make any move actions after using it for the rest of the turn, after they used this weapon.


Combined Weapons

Weapons can be combined in one of two ways, Linked or Attached.  Linked weapons can all fire together as one action, while Attached weapons can only use one of them per turn.  This is noted under Link on the weapon listing for the weapons states. Below shows the two different types of combined weapons in more detail.

Attached – Equipment like shields and other weapons can be attached to weapons as well.  Both weapons or equipment cannot be used in the same turn together.  These are noted as Weapon Main and Weapon Add-On in the Link weapon state.  The different names do not have any effects on the standard rules.  They are there for cost reasons.  If there is a number next to it, this means that the unit has more than one set of Attached weapons.  The number at the end shows which set it I that, it is very rare for a unit to have more the one Attached weapon set.

Link – Two or more weapons can be linked together.  When making an attack with Linked weapons, all the weapon of the link is used if they can be used and are in range of the target.  Roll all of the attack and damage rolls separately for each weapon in the link, however all the attacks must be on the same target.  The Action Cost of using linked weapons is two for the set instead of one for each weapon.

Sunday, 14 November 2010

Units: Human Infantry

Human Infantry is the most common type of Infantry there is. Like most standard infantry, they are four man squads with the pilot as the squad leader. They are the only battle readily infantry chose at Infantry tech level one.

Here are the Character Cards of the Base Human Infantry. Click on the pictures to get a better look at them: