Friday, 25 February 2011

Rules: Unit Abilities part 2

Unit Abilities

Ability
Rules

Command Unit
This unit adds one to its side’s TCV.  You can only gain a maximum of +2 from this, but you can still have more than two units with this ability.

Jammer Unit
This unit and all units in this units Jamming range cannot be the target of aided attacks or artillery and loses the “Sensor Unit” ability.  The units Jamming range is equal to the unit’s Size Class times two plus five.

Regeneration
Once during the Support phase you can give this unit an action. This unit can add its highest Tech Level minus one in D3 to its own DC, up to its starting DC.

Repair Unit
When the unit is in base contact to a friendly unit that are not Infantry Type and never of them are in base contact of an opposing unit, as an action during the Support Phase, this unit can add its Size Class plus one in D6 to the target friendly unit DC that is in base contact with, up to the targets starting DC.  This action has an Action Cost of 2.  This is classed as a Support Action.  The pilot of this unit must have the skill “Engineer” to use this Special Ability.

Sensor Unit
The unit can be given aid actions even if they are not in base contact of the attacking unit or can see the target.  See Guided Attack. The units Sensor range is equal to the unit’s Size Class times two plus five.

Tuesday, 22 February 2011

MS Wars Update, 22th of February, Dragons are appearing

Sorry for the late update, been busy doing other thing sorry. While working on a RPG version of MS Wars, I have come up with a new race, the Dragonite and started thinking of Elf and Dwarf vehicles. On the RPG side I have designed the races and most of the classes, still get at least one class to do.  I have done three standard mechs so far.  With the mean game I have added a couple of new character cards to the database but over the next month I should be adding a ton of new units too, must of which do not have names yet. I have decided that whenever I am doing Unit posts now, I will be doing two units instead of just one. Here is the plan of up and coming posts until the next update:

24th of February:  Rules – Unit Abilities part 2
1st of March: Units – Small Construction Mech and Dwarf Infantry
6th of March: Units - Gladstone Troop Transport and update Human Heavy Weapon Team
11th of March: Rules – Pilot Skills part 3
16th of March: Units – Jaeger Small ABRACU and yet unnamed command Jeep
21st of March: Units – Yet unnamed Dwarf small mech and yet unnamed light human tank   
26th of March: MS Wars Update

Until next time, have fun.

Wednesday, 16 February 2011

Units: Jenkinson Tank

GROUND VEHICLE TECH LEVEL 2


The Jenkinson Tank is a human made large size tank.  Large tanks have heavy duty fire power but at a cost to speed. The Jenkinson is armed with a standard large size cannon and a twin linked machine gun as standard.


Here are the Character Cards of the Jenkinson Tank. Click on the pictures to get a better look at them:


Wednesday, 9 February 2011

Units: Elf Infantry

INFANTRY TECH LEVEL 2
Currently Elf is just a place holder name until I come up with a better name for the race. Elf Infantry is the second most common type of Infantry along with Dwarf Infantry. Like most standard infantry, they are four man squads with the pilot as the squad leader. They are the only battle readily infantry chose at Infantry tech level one. So forgot to delete that line.

Here are the Character Cards of the Elf Infantry. Click on the pictures to get a better look at them:




Friday, 4 February 2011

Rules: Pilot Skills part 2

Skills
Skill
Requirements
Does
Artillery User
Heavy Weapons Training
When making a range attack with an Artillery type weapons, the unit can ignore buildings and other units that would bloke it line of sight as well as level, however they suffer a -2 to their Range attack value for the attack.
Giant Slayer
None
If the target is two or more Size Classes bigger than the unit this pilot is in, then the attack deals D6 extra damage.
Heavy Fire
Heavy Weapons Training, Running Shot
The pilot will only suffer a -2 to its attack values for using a Heavy Range weapon in a turn it had move instead of -4.  If the unit has the “Stable Platform” special ability this becomes a -1 instead.
Improved Cleave
Cleave, Reflex value of 4 or more
Like Cleave however the attack is on all opposing units in base connect.  An attack using the skill will cost two more Action Counter instead of one.
Marksman
None
The Range value of Range and Heavy Range type weapons the unit that the pilot is in increased by 10% (round down).
Quick Shot
Range Attack value of 10 or more
This unit can make a range attack during the First Strike Phase.  The action cost of the attack goes up be one.
Quick Strike
Melee Attack value of 10 or more
This unit can make a melee attack during the First Strike Phase.  The action cost of the attack goes up be one.
Unit Type Specialist
None
Pick a Unit Type when you pick this skill and note it down next to this skill in brackets or quota makes.  When the pilot is operating a unit of that Unit Type, the pilot will gain a +1 to both their Attack values.
Weapons Specialist
Range Weapons Training or Melee Training
Pick a Weapon Sub-Type when you pick this skill and note it down next to this skill in brackets.  When the pilot uses a weapon that has that Sub-Type they do an extra 10% damage (rounded up).
You’re not Getting Away
None
The pilot can make one free melee attack on a unit that is making a Break Away Action while in base contact with this unit.