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.


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.

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