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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