Thursday, November 8, 2012

Updated Outline: Action Phase - Part 2

RUN: Soul's Escape, Mirza Ajanovic
Here's an outline of the updated movement rules.

b.     Movement Rules
                                               i.     How far the models in a unit can move is determined by their selected action (See Above).
                                             ii.     Standard Unit Coherency is 2” between models.
                                            iii.     No part of a model’s base may be placed further than their unit’s Awareness (Aw), in inches, from the edge of the unit leader’s base.
                                            iv.     To initiate Close Combat, simply move any model from a unit within 6” of an enemy unit. That’s it.
                                             v.     Terrain Effects
1.     Types of Terrain Movement
a.     Difficult Terrain
                                                                                                     i.     Infantry moving through Difficult Terrain may not move At The Double.
b.     Quick Going Terrain
                                                                                                     i.     Troops in Quick Going may move faster than normal thanks to hard packed earth or going down hill.
                                                                                                   ii.     Troops in Quick Going may add 3” to their base movement.
c.     Slow Going Terrain
                                                                                                     i.     Unless they are quite agile, troops in Slow Going will have trouble keeping up their pace.
                                                                                                   ii.     When Advancing Infantry may only move at ½ of their normal movement, rounded down.
                                                                                                  iii.     When moving At The Double, Infantry may only move at at their normal movement instead of 2x their normal movement.
d.     Very Slow Going Terrain
                                                                                                     i.     When Advancing, troops in Very Slow Going Terrain will move at 1 x Base Ev.
                                                                                                   ii.     When moving ATD, troops in Very Slow Going will move at 2 x Base Ev.
e.     Dangerous Terrain
                                                                                                     i.     Represents Deep Water, Lava Pools, etc.
                                                                                                   ii.     Models which end their move within Dangerous Terrain are destroyed (Cross or die, basically).

                                            vi.     Terrain Types And Effects
1.     Hills
a.     Slow Going when moving from the table onto the hill.
b.     Quick Going when moving from the hill onto the table.
2.     Woods
a.     Difficult
b.     Slow Going
c.     If a hill is wooded, the woods rules (if a wooded section is crossed) take precedence over the hill rules.
3.     Ruins
a.     Difficult
b.     Slow Going
c.     If a model is attempting to move from a higher level to a lower level, treat as quick going. This is determined per-model, and NOT per-unit.
d.     Movement between floors is measured from the bottom of the model’s base, resting on the current floor, to the top surface of the floor being moved to. If the model’s movement is insufficient to reach the floor above or below, the model may not move to that floor.
e.     Leftover movement from changing levels in a ruin may be used to move horizontally on either the old or new level.
4.     Buildings
a.     Difficult
b.     Slow Going when moving inside buildings, or when entering through a door or window.
c.     Very Slow Going when crossing exterior walls with no door or window for access (They’re making their own holes).
5.     Linear Obstacles
a.     Slow Going for Linear Obstacles that are shorter than the height of a standing member of the unit.
b.     Very Slow Going for Linear Obstacles that are taller than a standing member of the unit, but are less than the model’s height + the unit’s Evasion.
c.     Linear Obstacles that are taller than the height of a standing member of the unit, plus the unit’s Evasion, may not be crossed.
6.     Roads/Pavement
a.     Quick Going if the model both starts and ends it’s move on the same stretch of connected Road/Pavement.
7.     Bogs/Shallow Water
a.     Slow Going
8.     Deep Water/Lava/Chasms
a.     Very Slow Going
b.     Dangerous Terrain

Thoughts?

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