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


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