Which wargame faction is most powerful

Thursday, 3 June 2010

Rules part 2

The turn sequence

You decide who goes first with a role of. They then set up, and then their opponent sets up.

In the game there are three phases, details of which follow.

1. The movement phase: in this phase player whose turn it is moves his units, and removes those that fall victim to dangerous terrain. it is also the phase where magic is cast.
2. The ranged phase: in this phase the player can attack the enemy with their ranged attacks, or run D6” if they don’t.
3. Close combat phase: in this phase units may attack any units they are in CC range with, first the controlling player attacks, then the player whose turn it is next counter attacks (if able), then it’s onto the next persons turn.



Moving

Moving is the first part of the turn sequence, before you shoot or assault, you move. Every class has a movement characteristic, show on their profile as MOV with a number below. The number refers to how far in inches that class type can move.

Also your models can’t move to within 1/2” of an enemy unit. Nor can they move through a gap bigger than there base.

Terrain plays a big part in movement, difficult terrain can slow units, impassable terrain can stop them, and dangerous terrain may kill them outright. But how do you tell which is which.

Difficult terrain

Probably the most common type of terrain, it takes its toll on troops by reducing the amount of distance they move, but boons them with cover saves.
Deep striking, jetting, flying, and burrowing units treat it as dangerous terrain instead.

The effect:
All foot soldier, bike, cavalry and walker characteristic units have their movement reduced by one D6. Unless the unit has move through cover, then it carries on regardless.

Examples: ruins, boulder fields, rivers, ruined vehicles, low fences, craters, and other such things


Dangerous terrain

War is a hell of dangerous place to be, with all the bullets and shells whizzing about, and deadly things trying to rip out your intestines. But sometimes even the battlefield tries to kill you, and we call this dangerous terrain.


The effect:
Upon entering, moving through, or leaving the terrain the unit roles a D6, and on the result of 1 the unit loses one damage. (See characteristics)

Examples:
Mine fields, booby traps, acid pools, and magma vents.


Impassable terrain

Sometimes all the equipment you have cant help you get through that door, or over that chasm. Or sometimes it’s just not a good idea to go through that power station. We call all this impassable terrain.

If the unit has the Climbing ropes, jetpack, winged, or jet bike characteristic then they treat the impassable terrain as difficult terrain instead.

Examples:
Tall fences, walls, steep cliffs, power stations and chasms.

In the movement phase a single unit may be enter play from the reinforcements (models that where not put in play), barring special rules the reinforcements enter from your deployment zone.


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