Mobius SRACU Wars, or M.S. Wars for short, is a Mecha based miniature war game that I have been designing. Originally it was going to be Gundam M.S. Wars (Gundam Mobile Suit Wars) and was going to be based on meanly Gundam with other mecha shows like Code Geass and Macross being added. But I had decided to change things by making a whole new universe for it.
Wednesday, 26 May 2010
Making a unit
Sorry about the long wait, I decided to wait until I had restructured the turn system. Also sorry about the accidentally early post, I hit enter by mistake when writing the title and ended up posting it too early.
First off I have posted all the photos and the videos I took of Campaign. Here is a link to the photos and here are the links to the videos, Video 1, Video 2 and Video 3. If the links do not work please let me know.
So lets start. I have been vary busy with the game as well as other thing. Lets see were to start, I made a order for some bits off Pendraken Miniatures. These were two packs of ten Dwarfs with guns, a pack of engineers, four Jeeps and two Tracks. That solves some transport problem, however it can take up to 21 days until the post it off. So it will most likely be a long wait until I have them.
I have been working on some more designs for units, manly ones I have not added yet. These were ruff designs for Elf ABRACU and Dwarf SRACU. I will not be posting these pictures let.
I managed to test the game by myself on Thursday with the altered turn action rule I was thanking about from when I was at Campaign watch a game of BattleTech. Instead of Player One moves his units and then Player Two (the way I originally had it), to Player One moves a unit then Player Two moves a unit, alternates between sides until all units that the players wants to move has been moved. While doing movement with this seems to slow things down, combat seemed more fair. I have decided to take on these new rules, which is the main reason why this post is very late. However I felt that I needed to do some work on the weapons. I have decided to do some major changes the Rapid Fire rule. All standard weapon can be used more then once in a turn, however their accuracy drops the more attack a unit does unless the weapon they are using has Rapid Fire. It use to be that only weapons with Rapid Fire could be used more than once a turn. Also for the test game I pulled together a roster sheet in Excel. The rooster does need some changes. But it is fine for now as it is only a ruff sheet for testing. The picture is from the testing.
Apart from point changes to weapon due to the rules change there has not been any major changes to the database. And the only change I have done to the rules I have posted is that Melee state with removed from unit as it is better to state that only SRACUs and infantry can make only make unarmed attack and then add abilities to change this when needed.
Lastly before we move on to this updates rules section, I have two bits of news to report. First of all I have found some nice Mechwarrior Terrain sets on sale on ebay. These the Wilderness Terrain set, the Reactor and Ruins set, the City Block and Ruins and the Manufacturing Facility set. These were all made by Gale Force Nine and are office Mechwarrior terrain. They also come with an excursive faction Mech and a pilot card to go with it. I am thinking on picking up two City Block and Ruins sets and one Manufacturing Facility next week.
The second big news, drum roll please...... I have been sculpting a standard Small SRACU design. It is almost ready for "first stage" casting. All I have to do is make some feet and weapons, as well as buying some Silicone Rubber. First stage casting, to me, is casting a basic template that I can make half a dozen to a dozen copy to alter for all the different version, weapons and poses. I will try to member to post pictures the sculpture in the next post. I have been many using Brown stuff (Milliput Terracotta) then green stuff (Epoxy Modeling Putty) as it is better for armoured surfaces as it can easily be sanded smooth.
Oh and if you have not noticed I am always adding more Labels to old posts to help find people find things as the blog grows.
Well I best get to this post rules section, Basic Turn Structure. Hope you all enjoy. Until next time some time next week.
Basic Turn Structure
During the game you take command of your force. Your opponent commands a rival force and your deadly opponents in the forthcoming conflict.
The units and scenery (the terrain) are set up on the tabletop/battlefield as appropriate for the mission you are playing. Missions are covered later on in the rules under the “Running a Game” chapter. There are many different types of missions, varying from the straightforward battle to a rescue mission, ambushes and daring raids. Depending on the mission being played, you can set up your units in different ways, but all games are basically played in the same fashion. Below shows how each game turn is structured.
Turn Order
Each turn is split up into eight phases. Each player takes it in turn giving each of their units actions with each phase unless otherwise stated. The first player must finish all their actions in that phase for a unit , if any, of the current phase before the second can start their actions for the same phase, and also the last the last player must finish the current phase before the first player can start the next phase. These eight phases are:
1. Initiative Phase
Both players roll a D10 each and add their TCV to their dice roll. TCV means Team Command Value and is covered later on in the “Extra Rules” chapter. The player with the highest result may choose to be ever Player One or Player Two. If there is more than two players then there will be more than just Player One or Two. The next highest will choose from whatever is left, and so on until there are no more players. If there is a draws, then it is determined by the players’ TCV. If there is still a draw after that then the players must roll a D10 roll to determine who is higher. Also all abilities and/or skills that state “at the beginning of a turn” takes place here but after the dice rolls.
2. First Movement Phase
During this phase units can make up to two move actions, if they are able to do so. Player One chooses one unit and moves it first. If Player One has more units than Player Two, they may need to move more than one unit, as described in the Unequal Number of Units. Then Player Two moves one unit. If Player Two has more units than Player One, it may need to move more than one unit (again see table below). Movement alternates between sides until all units that the players want to move has been moved. The unit must make all its move actions for that Phase while being moved.
3. First Strike Phase
During this phase units can use any Quick Actions in this phase. Also units that made a Charge Move Action that was unhindered by terrain and the unit did not make any turns it the move, they can make one standard melee attack ageist their target in this phase. This is classed as a Quick Action. Player One chooses one of their units that can make a Quick Action. If Player One has more units that can make Quick Actions than Player Two, they may need to make Quick Actions on more than one unit, as described in table below. Then Player Two does the same. Movement alternates between sides until all units that the players want to make Quick Actions have acted. A unit can only make one Quick Action a Turn.
4. Shooting Phase
During this phase units can make any number of range attacks. Player One makes their attacks first, then Player Two and so on. Player One chooses a unit to declare fire first. If Player One has more units than Player Two, they may need to declare range attacks for more than one unit as described in Unequal Number of Units. After all the range attacks that unit is going to make, Player Two then chooses a unit to declare fire with. Again if Player Two has more units than Player One, they may be required to declare range attacks for more than one unit (see Unequal Number of Units). The act of declaring range attacks alternates between players until
all fire has been declared.
5. Second Movement Phase
During this phase units can make up to two move actions. Remember Units cannot make more move actions than half (rounded up) their Output value during the whole turn. This runs like the First Movement Phase.
6. Melee Phase
During this phase units can make any number of melee attacks or one ram attack. This runs like the Shooting Phase, but its Melee Attack then range.
7. Support Phase
During this phase units can make one support action unless otherwise stated. Support actions are only gained from skills, powers and special abilities. Player One makes their actions first, then Player Two and so on.
8. End Phase
This is a clean up phase, where action counters are cleared, Courage tests are made and recovery attempts are made. There is no real order in this phase, however if there is more than one
Unequal Number of Units
The Movement Phases, First Strike Phase, Shooting Phase and Melee Phase require each player to alternate moving or declaring attacks with his or her units. When both sides have an equal number of units, each player simply takes a turn moving or declaring a single unit’s action, then the other player declares movement or attack for one unit, and so on. If the number of units on each side is not equal, however, this procedure must be altered. If, prior to any pair of movement or attack declarations, one team has at least twice as many units left to declare for as the other team, the team with twice as many units declares for two units rather than one. If one team has at least three times as many units, it declares for three each time, and so on. However if a player does not what to move or declare attacks any more during that phase they may declare so and then the other play may move or declare attacks with the rest of their forces if they wish.
Action Costs and Counters
Before we move on to the next chapter Movement, it is best that we cover Action Costs and Action Counters. Each time a unit makes an action, that action has a cost of call Action Cost. Before the unit makes an action, the player must places a number of Action Counters equal to the action’s Action Cost onto the unit. Before placing counter, if the number of Action Counters will be more than unit’s pilot’s Reflexes value, then the pilot must take an Endurance 5 test for each counter over there reflex value. If they fail any of these rolls, the counters are not placed onto the unit meaning the action does not happen and it cannot make any more actions for the rest of that turn. Endurance tests will be covered in the Extra Rules chapter. If the action happens then if there is more Action Counters on the unit then it’s Output value, then the unit will take D6 damage that ignores armour for each Action Counter over its Output value. During the End Phase, remove the unit’s Output value in Action Counters from the unit.
Labels:
BattleTech,
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Figures,
Gale Force Nine,
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Model Making,
Pendraken,
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Rules,
Terrain,
Test Gaming,
Turn Structure
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