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.


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.
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.


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

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