Monday 29 November 2010

Units: Amago, Range Type

MECHA TECH LEVEL 2


The Amago is a first generation mass produced Small SRACU made by the humans race. They are humanoid like most of the other combat mecha made by the human race. They are the most commonly found of all mechas from the remains of the Mobius Empire. They stand about seven meters tall and can carry its own weapons, which allows the armaments to be easily interchangeable. Being a first generation mecha it does not have the power relays to support high powered weapons like beam based weapons. The Amago Range type is a Amago that has been upgraded to have more accurate targeting systems, the ability to carry and use heavy weapon and has shoulder mounted weapon(s) for support fire.


Here are the Character Cards of the Amago RangeType. Click on the pictures to get a better look at them. More Character Cards will come in later posts:


Friday 26 November 2010

Update 26th of November, The giant's tower

This is not a mecha from the game, but
it does give some ideas for walking
platforms
Well it has been just over two weeks now since the last update post, so it is time for another update on what has been happening with the game.

Sadly there is not to really report about. Apart from making the posts I have not being much. The help Richard gave my last Sunday wass to reshow me how to make filter forms in Access. He had a little bit of trouble as he is use to MS Access 2003 while I have MS Access 2007. He also said he will like into making the DC tilly simpler then doing a if statment for in number that it couple possibility be. He then phoned and e-mailed me with some ideas on using Visual Basic.

Also I am plan on running a Necromunda campaign in the New Year. The main reason I am doing this is to re see the Necromunda campaign system in action for MS War as I want to use a semiler system in it. As must of my Necromunda terrain is ever missing, damage or baried ramdom boxes, I decided to build some. Well in fact one main bit. A tower. I plan to make it useable to both Heroclix and MS Wars. OK, there will be a problem with vehciles with MS Wars but I am thinking of ways around that. Currently just finished three floors and will be doing next the ground which is needed for Heroclix and then I will be doing ramps, ladder and maybe walls for it. Oh the overall plan for the tower is, Stage One: to build it up to three floors high, with a ground floor, Stage Two add a fourth floor, Stage Three add two more fours with another ground floor so I can make in two small towers or one large tower and then Stage Four make variable floors to swap around half damaged floors. Also there will be a centre piece that which I need to design and build.

The Tower at the end of Monday
What are my plans for now? Finish off Stage One of the tower, rechecking the rules that I have not posted yet and add new pilot skills, try to get back into model making and design and build the centre piece.

Lastly here is a list of up and coming MS Wars post. Please note these date are not set in stone and may change.
29/11: Units - Amago, Range Type
2/12: Rules - Extras part 1
5/12: Background or Story
8/12: Units - Human Heavy Weapon Team
11/12: New Update post

Until next time, enjoy.

Wednesday 24 November 2010

Rules: Attacking part 2

Firing Arcs

When making an attack, the target must not only be in range of the unit’s weapon, but they have to be within the unit’s firing arc.  The firing arc can come from the front, sides, diagonals or rear depending on how the weapon is carried and weapon type.  The centre of the arc must go thru the correct arc line.  See the diagram below.            



Making Attacks

                If the target is in the firing arc and in range of the weapon of the attacking unit is using and the attacking unit can see them unless otherwise stated, the unit can attack the target.  When measuring the range you measure from the centre of the attacking unit to the edge of the target.  When making an attack roll, the attacking player rolls a D20 and adds the targets Defence value to whatever they roll.  If the result is equal to or less then the used attack value of the attacking unit then the attack moves on to damage.  If you miss the attack, nothing happens unless the used weapon has any abilities that have effects when the attack is missed.  All nature rolls of 20 on the dice are automatic misses and all nature rolls of 1 on the dice are automatic hit.  Nature means that the result on the dice before modifiers.  If the unit needs to roll a one or lower to hit, then an automatic hit will only do half the damage rounded up that it would have done.  An attacking unit Attack values can be modified by certun conditions.  These conditions are listed in the table below.

Condition
Range Attack Modifier
Melee Attack Modifier
The attacking unit has made a run or charge move action this turn.
-3
0
The attacking unit can only see half or less of the target.
-3
0
The attacking unit can only see between a three-quarters and a half of the target.
-1
0
The target has moved more than 10” this turn.
-3
-1
The attacking unit has lost more than half its DC.
-1
-1
The attack is on the target’s rear 90º arc.
+2
+2
The target has lost more than half its DC.
0
+1
The attacking unit has made at least one move action is turn and is using a Heavy Range or Artillery weapon.
-3
0
The attacking unit is using a 1/2 Handed weapon with one hand.
-2
-2
The attacking unit is using a 2 Handed weapon with one hand.
-5
-5
If the attacking unit has already made an attack this turn with the weapon, unless the weapon has the Rapid Fire Ability.
-1 per attack already made
-1 per attack already made
If there is other possible targets of the same size class or larger in shorter distance than the target in the some cover or less then the target.
-1 for each
0

                When determine how much of a unit you can see you look from the head of the unit that is attacking. If the nit does not have a head you will look from the base of the weapon being used. If a friendly unit is giving more the 10% cover to the target, you cannot attack the target unless the pilot of the attacking unit has the “Sniper” skill.



Each weapon has a Damage value, like D6 and 2D3.  Roll whatever dice you need for the weapon when dealing damage.  (Note: a D3 is a D6 that results are halved and rounded up so 1 and 2 is 1, 3 and 4 is 2 and 5 and 6 is 3). 
Some weapons state Str in the Damage value, this is the unit’s Strength value.  If they are using the weapon with two hands, the units Strength value goes up 50% (rounded up) for the attack.
The result of the damage dice roll with any modifiers to it is the amount of damage the attack deals to the target.  Note that some unit and pilot can boost up damage; this is based off the damage rolled. 
The target loses DC (Damage Capacity) points equal to the damage deal minus their Armour value.  This cannot be reduced lower than zero.  If a unit hits zero DC, they are classed as being out of action.  The unit is removed from play and if its Size Class 2 or more, a ruined base of the same size base as the unit’s is placed where the unit was.  This is classed as elevated terrain equal to the units Size Class minus two and is classed as Very Difficult Terrain as well.


Guided Attack

                When a unit makes an attack, a friendly unit in base contact that is the same size class and unit type as the attacking unit can make an Aid action at the same cost as cost as the attack to a minim of 1.  The aiding unit must be able the see the target as well.  The aided unit gains ever a +2 to both its Attack values or D3 extra damage for the attack.  If both units have the “Multiple Unit” ability, the aided unit gains both effects.  A unit can be aided by a maximum of two units per attack and aiding units can only aid once a turn.
                Units with the “Sensor” ability can aid other units even if they are not on base contact or able to see the target or attacker or the same size class and unit type as the attacking unit.  However, both the target and the attacking unit must be within the unit’s Sensor range which is the Unit’s Size Class, plus one, all times by 5.  Also units with the “Sensor” ability can make two aid actions instead of just one.


Attacks of Opportunity

                Attacks of Opportunity are Melee attacks that happen when an opposing unit tries to break away. Units can only make one Attacks of Opportunity but it has no action cost but the weapon being use is still class as being used. If the Unit changed the unit that is breaking away this turn it may use a ram attack instead of a melee attack for the Attacks of Opportunity.

Saturday 20 November 2010

Units: Pelham Tank

The Pelham Tank is a human made medium size tank.  Medium tanks are simply neither the heaviest nor lightest in weight, and are a balance of firepower, mobility, protection, and endurance. There were medium tanks that focused on anti-infantry capabilities and medium tanks which were more focused on the anti-tank role, mounting high-velocity tank guns. The Pelham is armed with a standard medium size cannon and a machine gun as standard.

Here are the Character Cards of the Pelham Tank. click on the the pictures to get a better look at them:




With the Sergeant Skill (OK it is miss spelled on the card), the unit of that is the Ace pilot should have an Action value and Output value of 3. 



Wednesday 17 November 2010

Rules: Attacking part 1

Like most tabletop battle games and role-play games attacking you opponents is a major element of the game, as normally it’s your main goal or a side goal is to take out your opponent.  There are currently three kinds of attacks Range, Melee and Ram.  These attacks have different rules when being used which are listed below.  Unless the weapon or attack states otherwise the Action Cost for each attack is 1.  Some weapon can only be used once a turn but this is based on weapon type.

Range – Like the name shows, these kinds of attacks are from for a distance.  All weapons with a range greater than 0 can be used in ranged based attacks.  The Range value of a weapon is the distance in inches a unit can attack with that weapon normally.  To attack the unit must be able to see its target.  Units of the same Size Class or larger to the target blocks the line of sight unless the attacker or target is in a different level.  Units on different level then the attacker or the target does not block the line of sight also.  For Range based attacks the unit must use its Range Attack value unless other wised stated.

Melee – This is hand-to-hand combat.  The unit must be classed as being in base contact with the target and be able to make Melee attacks to make a melee attack it.  Only Melee or Long Melee type weapons can be used in melee attack unless it is an unarmed attack.  For Melee based attacks the unit must use its Melee Attack value.  Only Infantry and SCARUs (unless as well as Units that have arms) can make unarmed attacks.  If two units would have been in base contact with each other if one of them was not on elevated terrain and the elevated terrain is smaller than the unit on the ground (or the difference in elevated terrain is not as tall or taller than the lower unit) then they may make melee attacks on each other.

Ram – Ram attacks are like melee attacks, however the unit must have made a Charge Move action this turn.  Also the target must be in the unit’s Front arc unless otherwise stated.  For Ram based attacks the unit must use its Melee Attack value.  They will normal deal their Strength value in D6 to the target unless they have a Ram or Long Melee weapon type were they use their damage instead and they receive half (rounded down) of that damage dealt plus the targets Armour value in damage.  After damage is done both units move forward in the direction the attacking unit was moving in, at a distance of the attacker’s Strength Value minus the target’s Size Class at a minimum of 0. You can only make one ram attack a turn.


Weapons

Before go on to the rules for making attacks, it is best that we look into weapons and the different type of them first.  All weapons have states just like pilots and units.  Some have longer ranges than others, some are more damaging, and so forth.  Each weapon is defined by a set of states and abilities namely: Type, Sub-Type, Range, Damage, Fix and Link.  They also have special abilities but they are covered in the “Special Ability” chapter later on in the rules.  Descriptions of the different states are given below.

Type – The type of weapon effects when it can be used, what requirements are need to use it and any special rules behind it.  These are cover in more detail later in the next part of this chapter.

Sub-Type – This is the kind of weapon it is like beam and cannon.  Some weapons have two or more sub-types.  If the weapon has more than one sub-type, pilot to have the “Weapons Specialist” Skill for at least two of the sub-types to gain the bonus for one of them.

Range – This is how far the weapon can shot.  If the weapon’s range value is o it cannot be used in range based attacks.

Damage – What dice you need to roll for damage.  This is normally D3s, D6s or D10s.

Fix – This is how the weapon is carried or were it is located.  These are cover in more detail later on in this chapter.

Link – This will state if the weapon is linked to any other weapon or equipment and how they are linked together.  These are cover in more detail later on in this chapter.


Weapon Types

They are several different types of weapons, most of them are normally used in on type of attack.  However one of the weapon types, Long Melee, can be used in more the one type of attack.  Below is a list of different types of weapons, the type of attack it is, the rules for using a weapon of this type and the change to the arc of fire if there is any.

Anti-Personal – Range – Weapons of this type are like Range type weapons, but normally they have a much shorter range.  Unlike other weapons that can make range based attacks, Anti-Personal weapons can be used in base contact.

Artillery – Range – These are just like Heavy Range type weapons but they do not gain befits of the “Heavy Fire” skill and the firing arc for these weapons are halved again, making it a quarter.  You can only use an Artillery weapon once a turn.

Heavy Range – Range – These are heavy duty weapons and they having some of the longest ranges as well.  If a unit uses a Heavy Range weapon, they cannot make any move actions afterwards for the rest of that turn.  If the unit has already made a move action they suffer a -4 to their Range Attack value unless the pilot has the “Heavy Fire” skill or the unit has the “Stable Platform” ability which changes this.  You can only use a Heave Range weapon once a turn unless otherwise stated.

Long Melee – Melee/Range – These are like Melee type weapons however they are a lot bigger and can hit units from a distance.  Unless the unit using this type of weapon is in the High Sky level, it cannot attack unit in the High Sky level.  Also if the unit is in the High Sky level they can only use this type of weapon on other units in the High Sky level.   Two main examples of is type of weapon are whips, pole arms and some large two handed swords and axes.

Melee – Melee – These are standard hand-to-hand weapons.  All Melee type weapons have a Range value of 0 as they can only be used in melee attacks.

Rammers – Ram – These weapons are used to improve on ramming damage of the unit and to improve their push back.

Range – Range – These are the standard ranged weapons used in range attack.

Unarmed – Melee – This isn’t a weapon, these are just the units bare fists and feet.  Unless unit abilities or pilot skills state otherwise, unarmed attacks only do the units Strength value in D6.  Units with a Strength value of 0 will do D3 damage.


How is the Weapon Carried?

                When you look at a unit weapons list it will tell you how the unit is carrying the weapons.  Below is a list of the way the weapons are fixed or carried by the unit.  This is noted under Fix on the weapon listing for the weapons states.

Hand held – These weapons are carried by the unit hands.  Only SRACUs and Infantry, as well as other units with arms have hand held weapons.  Hand held weapons are split into three sub type.
1 Handed – This weapon needs one hand to use it.
2 Handed – This weapon needs two hands to use it.  The unit can try to use it with one hand but it will suffer a heavy penalty to its attack values.
1/2 Handed – This weapon can be use with one or two hands, but if it is being used with one hand the units suffers a penalty to its attack values.  Also a unit cannot use two 1/2 Handed weapons at the same time unless otherwise stated.
All hand held weapons have an arc 180º on the front arc unless a skill or weapon changes that.  Unless other wised stated, the Mobile Suit and Infantry units have two hands to use weapons with.  Some hand held weapons are in fact fixed onto the arm, but as they need to use the whole arm the weapon is on to use it, they are classed as hand held weapons for simplicity. During the First Move Phase, as a free action the player can (or must if it is the first turn) declare what hand held weapons and/or equipment the unit is using and how many hands are holding them.  If the player has not declared this, the unit is classes as use the same weapons and/or equipment as last turn.  At a cost of one Action Counter the unit can change the weapons and/or equipment it is using any time in the turn.

X Arc - These weapons are fixed to one spot on the unit.  They have a 90º arc at a set location which is where X is.  There are eight different locations this can be.  These are: Front, Front Left, Front Right, Left, Right, Rear Left, Rear and Rear.

Fixed Handed – These are like 1 Handed Hand-held weapons, however they replace the hand or entire arm meaning the hand cannot be used for any other weapon or equipment.

Turret – These weapons are fixed to a turret on top of the unit.  They have a 360º arc. During the First Move Phase, as a free action the player can (or must if it is the first turn) declare which arc the turret is facing.  If the player has not declared this, the turret is classed facing the same arc as last turn.

Stand – These are like 2 Handed Hand-held weapons, however the unit cannot use the weapon if they make a move action this turn and they cannot make any move actions after using it for the rest of the turn, after they used this weapon.


Combined Weapons

Weapons can be combined in one of two ways, Linked or Attached.  Linked weapons can all fire together as one action, while Attached weapons can only use one of them per turn.  This is noted under Link on the weapon listing for the weapons states. Below shows the two different types of combined weapons in more detail.

Attached – Equipment like shields and other weapons can be attached to weapons as well.  Both weapons or equipment cannot be used in the same turn together.  These are noted as Weapon Main and Weapon Add-On in the Link weapon state.  The different names do not have any effects on the standard rules.  They are there for cost reasons.  If there is a number next to it, this means that the unit has more than one set of Attached weapons.  The number at the end shows which set it I that, it is very rare for a unit to have more the one Attached weapon set.

Link – Two or more weapons can be linked together.  When making an attack with Linked weapons, all the weapon of the link is used if they can be used and are in range of the target.  Roll all of the attack and damage rolls separately for each weapon in the link, however all the attacks must be on the same target.  The Action Cost of using linked weapons is two for the set instead of one for each weapon.

Sunday 14 November 2010

Units: Human Infantry

Human Infantry is the most common type of Infantry there is. Like most standard infantry, they are four man squads with the pilot as the squad leader. They are the only battle readily infantry chose at Infantry tech level one.

Here are the Character Cards of the Base Human Infantry. Click on the pictures to get a better look at them:














Units: Amago, Standard Type - minor update

There are a couple of minor things missing from the Characters Cards. Some of which were not around when I was making the post. First off is Reflex and Output values. These are not important at the moment as I dropped the ability to push you units and pilots but will be important at a later date. Lastly there are two new Special Abilities for units, Multi Crew and Regan, which the Amage, Standard Type does not have. Because they are not major things at the moment I will not be reposting the Character Cards. However here are the Reflex and Output values for each of them.

With Small Mecha Rifle, Trainee Human Pilot - Reflex 2, Output 3.

With Small Mecha Rifle, Standard Human Pilot - Reflex 3, Output 3.

With Small Mecha Machine Gun, Trainee Human Pilot - Reflex 2, Output 3.

With Small Mecha Machine Gun, Standard Human Pilot - Reflex 2, Output 3.

With Small Mecha Rifle and Melee Weapon, Ace Human Pilot - Reflex 4, Output 3.

Next post Units: Human Infantry.

Thursday 11 November 2010

MS Wars Update, 11th of November, The Growth of the Mobius Empire

Rough design idea for a Gargle mecha,
I most likely will not use it as a Gargle
mecha but save the the design for later
races
Well it has been just over two weeks now since the last update post. So it is time to update people about what has been happening with the game.

First off I will talk about my drawings and designs. I have put together some pictures of some of the units for the character cards, but sad I could not find my drawing pens until last weekend so the picture on for the Amago was not the final version. I did drawings for the Amago standard type, range type and melee type, the standard type small elf mecha and the standard type small dwarf mecha. Still need names for the Dwarf and Elf mecha. All the drawing other drawings I have done are scattered around this post with comments about them. The only ones that are not are here are some rough designs of uniforms for infantry and pilots which I have already posted on the Background post. I have sent these to a friend of mine in America who is a fashion designer. People who follow my main blog will know her as Blaire. She had sadly she would help with the designs of the military uniforms. Have not got any reply from her yet about the designs.

Melee and Range type Amago
As most of you might have noticed on the unit post that I have done some work on the back of the Character Cards by adding a Damage Tally for the unit. The back is not truly finished yet but other than adding the pilot's Reflex value and the unit's Output values there is nothing planned at the moment.

In the last update post I stated that I would state the rule changes I was doing and here they are. First off, instead of been up to two move actions per movement phase and a unit can make any number up to half their Output round up movement actions in one turn. 
Dwarf and Elf mechas, currently
un-inked
It will be up to one move action per movement phase and a unit can make up to two move actions a turn. This has meant to movement values of some units like tanks have dropped as the can make two move actions instead of one. With this change I had to alter some of the Move Actions like Charge and Run. Carriers still unload the same number of standard units but it can now unload twice as many Infantry units. With ramming a unit can now use its ram attack for attacking units that are trying to breaking away. With turrets must declare where the turret is facing (the centre of the arc of fire) during the first movement phase. And lastly the shooting over unit rule changes. I have decided to leave taking about the rules changes to this until the next updates post as I might do some changes it before I start posting the attack rules. Oh and about the attack rules, they will be the next set of rules that will be posted however as I never posted them up in the past and that they are five pages long, I will be splitting it up into two posts. Also two unit abilities have been added to the database, Multi Crew and Regan. Multi Crew does not do anything; it is there for pilot skilled. Regan as you can guess that the unit can heal itself. Currently no units on the database has Regan, plus I need to work on points cost and rules for it. They only reason I added it is so I have it already there when I start adding them.

Unfinished Design of a Gargle
What are my plans for now? I will be rechecking the rules that I have not posted yet and adding new unit abilities and pilot skills. Also I am hoping to get back into model making.

Lastly here is a list of up and coming MS Wars post. Please note these are not set in stone and may change.
14/11: Units - Basic Human Infantry
17/11: Rules - Attack part 1
20/11: Units - Pelham Tank
23/11: Rules - Attack part 2
26/11: New Update post
Also there is a plan on a quick update on the Amago, Standard Type to include Output and Reflex values and new abilities. Until next time, enjoy.

P.S. If any one what's to get a rough feel of the game world "After War Gundam X" is great or at least the start is as I have only seen 6 episodes of it so far. Here is a link to where you can watch it on the web http://anime-media.com/category/after-war-gundam-x/

Monday 8 November 2010

Rules: Movement

Units change their position and location on the battlefield by performing any one of several movements or Move Actions.  During each of the Movement Phases, a unit can, if it’s able to, can make a Move Action.  There are several different Move Actions a unit can make; some of them can only be made by certain units.  When a player moves a unit they must declare what type of move action they are making before moving the unit.
During a normal Move Action, a unit can normally move up to its Move value forward; however there are Move Actions that changes the Move value for the move.  Below is a table that shows the cost to movement for moving one inch or making a turning (more details on turning later).  Place note that you can make a half an inch move or half turns at half the cost and a unit can move backwards but at double the cost.

Move Type >
Walker
4 Legged Walker
Track
Wheel
Static
Terrain v
Flat Ground
1
1
1
1
0
Difficult Terrain
2
1
2
4
0
Very Difficult Terrain
4
2
Can’t
Can’t
Can’t
Rough Ground
1
1
1
2
0
On Shallow Water
4
4
4
4
0
On Deep Water
4
Can’t
Can’t
Can’t
0
In Deep Water
4
Can’t
Can’t
Can’t
0
Specials
Walkers can move sideward as if it was moving backwards.
Four Legged Walkers can move sideward as if it was moving backwards.
None
None
Static units do not gain any kind of defence bonuses from their pilot.






On the above tables, “Can’t” means that the unit cannot be in or move thou this type of terrain, “0” means the unit can be set-up there, but it cannot move there if it can move.  The last row on each table is for special rules of the Move Type that might not noted in any other areas of the rule.





Units cannot move through other unit’s bases unless they are move through a unit that is three or more Size Classes different to them and is a Walker or a Four Legged Walker or Hover move type unit and is a friendly unit.  A unit cannot end its movement on another unit’s bases unless otherwise stated.

Units are classed as being in base contact if their bases are touching.


When a unit turns, they are classed as moving one inch in the type of terrain the unit is in for every turn up to 45º normally but this is different for several types of units under different types of movement.  These are:

  • Infantry  – These can turn 90º at a cost of one inch instead of 45º.
  • Walker units – All units using the Walker Move Type can make a free 90º a turn.  This can be used any time during ever Move phase even in the middle of a move action.  Turning with this free and does not count as Break Away as long as the unit is still in base contact after turning. 
  • Four Legged Walker units – These are like Walkers however their free turn is 45º and not 90º.
  • Static unit – These units can not turn.


Move Actions


Below is a list of all of the different Move Actions units can make, their rules and Action Cost.  Place note that 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.  If the unit is doing this during the First Movement Phase they cannot make a move action during the Second Movement Phase and a unit can only do this action during the Second Movement Phase if they did not make a move action during the First Movement Phase. Also the unit must move more than their Move value.  Action Cost = 2.

Climb Action
To be able to climb, the unit must be a mecha or Infantry that has two free hands or claws.  Meaning it cannot use any weapons or equipment that turn. Units that are able to climb can climb elevated terrain like buildings of up to two size class larger than them.  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 = 2.

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 pilot 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 that has the “Combat Manoeuvres” skill, they can move up to half its Move value, but must end the move still being in base contact with all of the same opposing units it was in contact with before the move.  Action Cost = 1.

Enter Unit Action
A unit can move up to half their move value and enter 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.  The unit cannot enter a carrier that has made a move action and the carrier cannot make a move action unless the move action is a “Carrier Unloading Action”. 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.  You can unload twice as much if the units being unloaded are infantry. The unloaded units 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 phase.  Also the unloaded units are classed as being in the same level as the carrier unit.  Action Cost = 1.

Unit Exiting Action
A unit that is being carried can exit the carrier by them self.  The unit is placed in base contact to the rear of the carrier unit unless otherwise stated on the carrier. The exiting unit can then move half its Move value. The unit cannot exit a carrier that has made a move action and the carrier cannot make a move action unless the move action is a “Carrier Unloading Action”.  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 or ram 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 its attack values.  Action Cost = 2.



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 cannot use their shields.  The falling unit cannot make any actions for the rest of that turn and must spend a move action the next turn to straitening up that cost 1 action point.  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 classifications between themselves.  Below are some examples of these differences to help the players decide.  This “should” be decided before the game starts and not in the middle of it.

Terrain
Size Class 0
Size Class 1 to 3
Size Class 4 or more
Woodland/Forest/Jungle
Difficult Terrain
Very Difficult Terrain
Very Difficult Terrain
Rivers/Lakes
Deep Water
Very Difficult Terrain
Difficult Terrain
Pond
Very Difficult Terrain
Standard Ground
Standard Ground
Fields/Barron Ground
Standard Ground
Standard Ground
Standard Ground
Desert
Standard Ground
Difficult Terrain
Very Difficult Terrain
Hills
Difficult Terrain
Very Difficult Terrain
Very Difficult Terrain
Building Rubble
Difficult Terrain
Very Difficult Terrain
Difficult Terrain
Small walls and fetches
Very Difficult Terrain
Standard Ground
Standard Ground 






















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. 


Below is a table that show you the Size Class of Terrain at different heights. Please note the height on the table is the maximum height of that Size Class.

Size Class
Terrain Height (Inches max)
0
1.5
1
2.5
2
4
3
5
4
6.5
5
8