Turrets: I need to find a way to give them 360º 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.
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).
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.
If a unit drifts, they move D6-1 inches at a random direction. To detuning the direction you roll a Scatter dice.