The Action Phase is a big part of the game to outline, but here's the first part. Which covers unit Activation and the available actions.
I)
Action Phase
a.
Unit Activation
i. Each
unit is activated one at a time, and an order is chosen.
ii. Each
Unit Moves and Shoots all at once, according to it’s chosen order.
1.
If a unit has any suppression markers, it must roll a Ld check
in order to perform the order.
a.
Ld check is roll one die per Ld point, must roll Nv or less on
at least one (Pass-One).
b.
Units without a Leader suffer a -1 Ld penalty.
c.
With one marker, the unit must simply roll a normal Ld check.
d.
With 2 or more markers, the unit’s Nerve (Nv) will be
reduced by one for each marker after the first. So a Ld2, Nv3 unit with 3
markers will roll two dice, hoping to roll a 1 or less (Nv3 – 2) on at least
one of those.
2.
If the Ld check passes, the action is performed and one
Suppression marker is removed for each Ld die that rolled Nv or less.
3.
If the Ld check fails, the unit must perform a Fall Back Action.
iii. Once
a unit has completed it’s action, the player selects another unit. Continue
until all units have been activated.
iv. Possible
Actions
1.
Open Fire!
a.
The unit may split it’s fire.
b.
Unit may move up to ½ of it’s Movement (Mv) to adjust it’s
position slightly, then fire at it’s full Rate of Fire (RoF).
c.
Unit may NOT move at all after firing.
d.
Unit is allowed to Snap Fire in the opponent’s next shooting
phase.
2.
Advance!
a.
The unit may split it’s fire on a Ld check for each target
after the first.
b.
Unit may move up to it’s full Mv either before or after firing
it’s weapons.
c.
When firing, the unit may only shoot at ½ of it’s normal RoF.
d.
One-handed weapons (such as Pistols) may still shoot at their
full RoF.
3.
On My Target!
a.
Unit may not move at all.
b.
Unit may not split it’s fire.
c.
Player nominates a target enemy model.
d.
A standard Teardrop Template is placed on top of the model,
with the large end centered on the target, and the small end pointing directly
away from the leader of the firing unit.
e.
All hits from the unit’s shooting must be allocated to models
underneath the template.
4.
At The Double!
a.
Unit may not shoot.
b.
Unit may not split it’s fire.
c.
One-Handed weapons (such as Pistols) may still shoot at ½ of
their normal RoF.
d.
Enemy units may Snap-Fire at the ATD unit, either before or
after it moves.
5.
Go To Ground!
a.
Unit may not shoot.
b.
Unit gets +1 Evasion (Ev)
c.
Unit gets +1 Toughness (To)
d.
Unit is allowed to Snap Fire in the opponent’s next shooting
phase.
e.
Gone-To-Ground is not persistent. To remain GtG, the unit must
pass a new GtG order each turn.
6.
Fall Back!
a.
Only activation allowed to units that Fail their Ld check (may
not be chosen otherwise).
b.
If the Unit has >50% of it’s starting models...
i. Unit
may either fire at ½ of it’s RoF, OR move at ½ of it’s Mv. But not both.
ii. One-handed
weapons may still shoot at their full RoF IF the unit does not move.
iii. Unit
may not split it’s fire.
iv. Movement
may be either toward, or away from, the enemy.
c.
If the Unit has <50% of it’s starting models...
i. Unit
may not fire at all.
ii. Is
the unit currently concealed from all enemy units within it’s Aw range?
1.
If so, the unit does not move. It gains +1 Ev, and +1
toughness. But it may not Snap-Fire at enemy units during the Opponent’s next
Action Phase.
2.
If not, the unit MUST move towards the nearest concealed
position that is not closer to any part of an enemy unit than it is to any part
of their own unit.
a.
If no such position exists, the unit must move towards it’s
own table edge.
b.
The unit must move as far as possible towards the concealed
position (or table edge); at up to 2x it’s normal movement. If any model has to
move further than 1xMv to reach concealment, then then the entire unit may be
fired upon using the snap fire rules.
c.
Models will not end their moves in dangerous terrain. If
models must cross dangerous terrain in order to reach the table edge, then they
will cross it completely or they will stop short of crossing it.
d.
Units which reach the table edge while falling back are
removed from play. If the unit has >25% of it’s models remaining, then it
does not count as destroyed for scoring or Task Force Morale purposes. If it
has <25% of it’s models remaining (because of Snap Fire kills, for
instance), it does count as destroyed.
d.
If the Unit has <25% of it’s starting models...
i. The
Unit is considered destroyed and removed from the table.
Thoughts?
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