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.

No comments:

Post a Comment