Friday, 16 July 2010

Done the flipping Test




I have some majorly big news to tell you all, I have finally managed to get my game tested on Wednesday with my friend Rich. Both of the teams I made for us to use were the same. Below is a basic list of what were in each team:

Three standard Amago SRACU units, all with Small Mecha Rifles, one with a Basic Melee Weapon and a Ace pilot and two with Standard pilots.

Four basic infantry units, two with Basic Rifles and Trainee pilots and the other two with Bazookas and Standard pilots.
Two Pelham tank units with Medium Cannon, Large Machine Gun and Standard pilots.
One Cavendish troop transport unit with Small Machine and Trainee pilot.
I am not list the pilot's skills as there is to many to list. I still using Warhammer figures as the Amago unit as I have only casted and put togather (ok it still missing one arm) one at the moment. I should of used the time waiting for the test game to cast more. Never mind. We never finished the game due to time but we did give it a good test. It was running a little slow, but Richard did state that it is because we are not use to this type of turn base system yet. Also when you are learning the rule of game you tend to play a hell of a lot slower than when you know then. It use to take us a day to play Warhammer 40,000 when we were learning, while a player who been playing for years normally take about an hour or two for a game. So we just need to get used to the system before claiming it as slow or not. The only rules I need to work are:

Ram attacks: At the moment, the attack side of a ram attack happens during the First Strike or Melee phase, meaning that the unit being rammed could if they have not moved yet can make a breakaway move action to avoided the ram attack.

Shooting through friendly units: Current friendly only give cover to targets.


Turrets: I need to find a way to give them 360ยบ arc of fire without making them too powerful.


Carriers: I need to think of the number of units a unit can unload as part of an action.


However the general rules are fine at the moment and I will be testing team building and points balance next after I have finish fixing the four problem listed above. I will only be using tech level one and two units with the next test.
Well with that done here is the third and last part of the Movement Rules. Please note the unloading action from the last post will be changed, but the changes should be in the next post. The rule for the next post will be the first apart of the Attacking rules.
Well hope you enjoy, until next time.





Falling

If a unit is push or pulled off elevated terrain or jump off elevated terrain at a height too for it to jump, they are classed as falling. The unit takes damage equal to the size class of the elevated terrain it fallen off of in D6s, however they can not use their shields. The falling unit cannot make any actions the rest of that turn and must spend a move action the next turn to straitening up. Also the pilot must make an Endurance X+1 test, where X is Size Class of the fall minus the units Size Class all halved (rounded up).



Terrain

Some terrain might be treated differently for different sized units, for example, a forest is Very Difficult Terrain for all units apart from Size Class 0 units which treat it as just Difficult Terrain. The players should be able to decide these classification between themselves. Below are some example of these differences to help the players decide. This “should” be decided before the game starts and not in the middle of it.
All elevated terrain like buildings have a Size class. If the elevated terrain size class is less than a quilter of the unit’s size class, then that unit can class it as Very Difficult Terrain for moving instead of elevated terrain.



Drift

If a unit drifts, they move D6-1 inches at a random direction. To detuning the direction you roll a Scatter dice.

Sunday, 4 July 2010

Nothing Much




OK, ok, it has been over three weeks since the last MS Wars post. It is just that there is nothing to report and there is really still nothing to report on. It is still waiting to be tested by my mates who have been things like Glastonbury, the rules are ok at the moment and I have not been doing much modelling since the last post. But I have added a couple more units to the database like some Elf and Dwarf mechs and brought some more bits to make terrain with. I am hoping to get it tested soon next week. Fingers cross.

Ok, with that done here is the long awaited part two of Movement rules. The final part will come in the next update. Hope you all enjoy them. (Sorry, no picture yet. They do not want to upload at the moment.)


Movement Part II

Move Actions

Below is a list of all of the different Move Actions units can make, their rules and Action Cost. Note, if the unit is classed as being in base contact to an opposing unit, the only Move Actions it can make are Break Away Action or Manoeuvre Action.


Standard Move Action
With the Standard Move Action the unit can move up to its Move value. Action Cost = 1.


Run Action
With the Run Action the unit can move up to double its Move value. This is classed as making two Move Actions. The unit must move more than their Move value. Action Cost = 2.


Climb Action
To be able to climb, the unit must be and have:

• A SRACU or Infantry that has two free hands or claws. Meaning it cannot use any weapons or equipment that turn.

• An ABRACU with at least two Claws.

Units that are able to climb can climb elevated terrain like buildings of up to two size class larger than them. This is classed as two move action that costs a total of two action counters. They must be in base contact of the elevated terrain and facing it before climbing. The unit is moved to the top of the elevated terrain that they are next to and placed on the edge they climbed up on. Action Cost = 1.


Break Away Action
Before moving all adjacent opposing units can make a melee attack at one less action cost than normal. This is known as an Attack of Opportunity. Skills cannot be used with an Attack of Opportunity unless it states it can be used with an Attack of Opportunity. After the attacks, the unit may move up to its Move value, however if one of the attacks of opportunities hits, the unit will suffers from Pinning if it moves. The attacks of opportunity will still happen if the pilots falls to make the action. Action Cost = 1.


Jump Action
Units can jump off elevated terrain as part of a Jump Action as long as it’s two or more size classes smaller then the unit for Wheeled and Tracked units, 1 or more for Hover and equal to or less then for Walkers and Four Legged Walkers. The unit ends its movement as it land on the ground. A unit can jump at higher elevations but they end up falling instead of Jumping. Action Cost = 1.


Manoeuvre Action
A pilot of the unit must have the “Combat Manoeuvres” skill to do this action. They can move up to half its Move value if they are in base contact of a opposing unit, however the unit must end the move still being in base contact with the same opposing units it was in contact with before the move. This is classed as making two Move Actions. Action Cost = 1.


Enter Unit Action
A unit can move up two half their move value and enter other another unit that they are in base contact with after the move. The unit they enter must have the Carrier Ability and able to carry the unit. Unless other rules state otherwise, both units have to be on the same Level. Action Cost = 1.


Carrier Unloading Action
A unit that is carrying other unit can move up to half its move value and unload one unit or not move at all and unload up to two units. The unloaded unit are placed in base contact to the rear of the unit. Even thro the units being unloaded are not being given an Action they are treated as if they have be given a Move Action this turn. Also the unloaded units are classed as being in the same level as the carrier unit. If they cannot operate in that level they will be classes as falling from that level. Action Cost = 1.


Unit Exiting Action
A unit that is being carried can exit the carrier by them self if the carrier has only made one move. The unit are placed in base contact to the rear of the carrier unit. Even thro the carrier unit is not being given an Action they are treated as if they have be given a Move Action this turn, but this will only happen once. Also the unit exiting are classed as being in the same level as the carrier. If they cannot operate in that level they will be classes as falling from that level. The exiting unit can then move half its Move value. Action Cost = 1.


Charge Move Action
This is like a Run Action but the unit must declare a target and they must end their move action in base contact with that target. If the next attack is a melee attack on that target, the unit gains a +2 to its Melee Attack value, however if the next attack after the move is not a melee one or a attack on the target, the unit suffers a -2 to both attack values. Action Cost = 2.