Unit Abilities | |
Ability | Rules |
Infiltration | The unit can be deployed up 10” or twice its move value from their deployment zone, whichever is higher. This is 15” or tripled Move value if the pilot of the unit has the “Infiltration” skill as well. They cannot be deployed within a 15” of an opposing unit. |
Multiple Crew | Nothing. This is around for special skills. |
Multiple Unit | This unit has several men in one unit. This ability is many on infantry based units. Weapons will only be deal half damage (rounded up) before armour unless the weapon has the Anti-Infantry ability. Please note, this is from weapon damage and not from any other forms of damage. Also the Action Costs of using Linked weapons being used by units with this ability is only one Action Counter. |
Stable Platform | The unit will only suffer a -2 to its attack values for using a Heavy Range and Artillery type weapons in a turn it had move instead of -4. If the unit uses a Heavy Range type weapon and the pilot has the “Heavy Fire” skill this becomes a -1 instead. The unit cannot use this ability while in the High Sky level. |
Unstable Platform | The unit suffers -2 to all its attack values if it moved this turn. |
Mobius SRACU Wars, or M.S. Wars for short, is a Mecha based miniature war game that I have been designing. Originally it was going to be Gundam M.S. Wars (Gundam Mobile Suit Wars) and was going to be based on meanly Gundam with other mecha shows like Code Geass and Macross being added. But I had decided to change things by making a whole new universe for it.
Friday, 17 December 2010
Rules: Unit Abilities part 1
Below is the first list of abilities that units can have and what they can do. More Abilities will be added at a later state.
Sunday, 12 December 2010
MS Wars Update, 12th of December, Quickly
This is a robot of the games CosmicCommander and CosmicBreak |
16/12/10: Rules - Unit Special Abilities part 1
21/12/10: Units - Cavendish Troop Transport
26/12: Units - Amago, Scout Type
31/12: Rules - Pilot Skills part 1
5/1/11: Units - Human Scouts
10/1/11: Story or Units - North Jeep
13/1/11: New Update post
Until next time, enjoy.
Wednesday, 8 December 2010
Units Update: Amago, Standard Type
Here is the replacement post. Oh and please note the Update post will be at least a day late due to sickness and free time.
Here are five more Character Cards for the Amago, Standard Type.
Here are five more Character Cards for the Amago, Standard Type.
Units: Human Heavy Weapon Team (Updated on 10/01/11)
OK there has been a change of plan, the story post will be pushed until some time next month and as there was no posts Sunday I will try post post another post soon.
INFANTRY TECH LEVEL 2
INFANTRY TECH LEVEL 2
Human Heavy Weapon Team are a two man squads with the pilot as the gunner and another guy for re-loading and to support targeting. They are the most commonly found Infantry tech level two there is.
Thursday, 2 December 2010
Rules: Extras
Endurance
When the pilot of a unit has to take an Endurance test, they roll a number of D6 equal to their Endurance value. If at least one of these D6 rolls equal to or greater than the test value, they pass the test. If they fail, their Endurance value is reduced by one. There might also be other things that will happen if they fail depending on the test. These will be stated with that test. If a pilot’s Endurance value drops to 0, then the pilot is classed as being Unconscious. Well the pilot is Unconscious, the Unit they are in cannot make any actions. Also the unit suffers from a -2 to its Defence value. At the beginning of each turn or after the unit is hit by an attack, the Unconscious pilot roll a D6, on a roll of 6 the pilot is no longer unconscious and regains one point of Endurance. During the End Phase, all non Unconscious pilots that have no action counters on their unit before clearing regains one Endurance, up to their starting value.
Command Tokens
At the beginning of a game, each team starts with a number of Command Tokens equal to their TCV (Team Command Value). TCV is the Team Commander’s Command value plus any other bonuses to it like “Command Unit”. Players can spend these tokens at anytime in the game to do special tasks that are listed below.
- Add one to Movement value of a unit until the end of the turn.
- Re-roll one of yours or your opponent’s dice rolls, which is not damage. Rolling several dice at once, like an Endurance test, is classed as one roll.
- Remove one action counter from a unit.
- To ignore a failed Courage Test only if the team has not lost more than 50% of its units.
If the unit the Team Commander becomes out of action, then two of the remaining Command Tokens are lost. If the Team Commander in unconscious, it cost two Command Tokens to do the job of one.
Courage Test
When a team loses unit(s) that combed VP (Victory Points) equal to 25% or more of the teams total VP, they must take a courage tests during the End Phase. They must roll 2D6 and add them together. If the result is equal to or less than the teams Courage value, which is their TCV plus five, they pass it and nothing happens. If they roll higher, they fail the courage test and retreat. All units in base contact to opposing units are treated as making a Breakaway Move action. After that the team is classed as losing the game. A team will first roll when they loss 25% VP and then on turns they loss a unit until they have loss 50% or more, than they take Courage Tests every turn. They will also suffer a -2 to their Courage value if they lost more than 50% of their total VP value and they will suffer an automatic failure if all Pilots are out of action or Unconscious. Full VP on the Pilot Sheets is the total VP of the team. 25% VP on the Pilot Sheets is the 25% of the team’s VP rounded up and 50% VP on the Pilot Sheets is the 50% of the team’s VP rounded up.
Morale Test
When a unit needs to make a Morale Test, the player rolls 2D6. If the result of roll is greater than the pilot’s Morale value, the unit fails the test otherwise they pass. The section below, Fear, uses Morale Tests. If there is a friendly unit with the “Command Unit” Ability with in 10” and can be seen by the unit, the pilot gains a +1 to their Morale value.
Fear
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