Sunday, 4 July 2010
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
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.
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.
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.
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.
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.