ranged fun:the rules
[[ranged_fun:the_rules]] last edit on
Sep 28, 2005
11:46 PM
by nirejhenge
THE RULES
After setting the board up (See MISSIONS), each player takes a turn.There is only one phase, in which the player may move and shoot with his units in any order they desire.
The player may partially move a unit, then fire, then finish the remainder of the move.
The player may partially move a unit, then move a second unit, then finish the remainder of the first unit`s move.
Movement
Each space of movement uses up one MOVEMENT point.If a square grid is being used, a unit may move diagonally. This takes up one-and-a-half movement points.
A unit may not enter a space occupied by another unit.
Moving into a square that contains rough terrain or a wall:
An ATV uses up 2 movement points (or 3 if going diagonally)
A TRUNDLER or TRANSPORT only moves 1 space regardless of its flat-ground speed.
A FLYER ignores terrain so only uses up 1 space.
Moving into a building:
Only ATVs may enter buildings. It may enter if its armour value is equal to or less than the armour value of the building.
Hitching A Ride:
An ATV may hitch onto a Trundler if the ATV's initial armour is less than half the initial armour of the Trundler.
An ATV may hitch onto a Transport if the ATV's initial armour is equal to or less than half the initial armour of the transport.
Embarking or disembarking uses up the remainder of the ATV's movement (even if its stat is 0 it may still embark).
A Trundler which has been embarked may not fire any LRF or VLRF. Transport vehicles may do so.
Firing
Each unit may fire at one enemy unit or building during a player's turn.Is The Target In Range?
If the target is 1 to 3 spaces away, the firer's SRF stat is used.
If the target is 4 to 10 spaces away, the firer's LRF stat is used.
If the target is 11 or more spaces away, the firer's VLRF stat is used.
The range of VSRF attacks is 0 spaces, i.e. you spend one movement point to attack an adjacent target. However, unlike the other stats, a unit may attack with VSRF for as long as it has movement points left,
but the target may then immediately respond with a VSRF attack of its own if it has a VSRF stat.
If the stat for that particular range band is 0, then the unit cannot fire at this range.
Can I See The Enemy?
Draw a line of sight from the center of the firer's square to the center of the target's square. If the line crosses a building or any unit, that blocks line of sight. If the line crosses a wall or other rough
terrain, that adds 1 to the target's effective armour value for each square of cover.
VLRF attacks which fire on a ballistic arc are not blocked by buildings or units.
Such squares add 1 to the target's effective armour. [This means only +1 armour no matter how much intervening cover]
Any VLRF attack which fires over cover, buildings or units may scatter one space using whatever method you like. (We are currently using a Games Workshop scatter dice.) The player may declare that another one of his units is acting as a FORWARD OBSERVER.
This FO unit may not fire this turn, but the line of sight is drawn from this unit instead of the artillery unit, and there is no scattering chance.
Targets in buildings: They count as being in cover, but a get bonus to their effective armour equal to the armour value of the building instead of the cover bonus of +1. Optionally, the firer may target the building itself.
Decide On Strength Of Attack
The firing unit may split its fire into two smaller attacks; for example with LRF 4, you may fire once at strength 4, or two shots at strength 2. Both shots are made at the same target. This has some tactical advantages, but is mainly used to increase
the chance of destroying a hammered unit (see below.)
Supporting Fire
Two units may combine their fire. They may only do this if they both fire at full strength. Take the higher of the two attack strengths and add one. This forms a single attack for both units. Useful if you are trying to crack the armour of a particularly
tough unit or building. Note that you need to check line of sight for both units; If the supporting unit has a greater amount of cover to shoot through, this negates the effect of the support so you may as well do two seperate attacks.
Left, Right, Shoot shoot shoot!
The firer rolls 1d4 and adds the attack strength to get his TOTAL ATTACK.
The target rolls 1d4 and adds the effective armour to get his TOTAL ARMOUR.
- If total attack is less than total armour, no damage was done.
- If total attack is equal to total armour, this is a GLANCING HIT. There is a 50% chance that the target takes 1 point of damage. (3 or 4 on 1d4)
- If total attack is greater than total armour, the target takes damage:
2 points if Effective Armour is equal to Attack Strength
3 points if Effective Armour is less than Attack Strength
Damage
Buildings simply have their structure value decreased by the damage value.
For units, roll 1d4 to see which of the target's stats are reduced (pencils at the ready!)
1: MOVEMENT. If the target has VSRF, this is reduced in equal measure.
2: ARMOUR.
3: SRF.
4: LRF. If the target has VLRF, this is reduced in equal measure.
The stat goes down to a minimum of 0.
If the stat was already 0, then the target becomes HAMMERED; it has been severely damaged and is now vulnerable to compelete destruction. It breaks out the medi-kits / auto-repairs and effectively misses its next turn. Put a bit of cotton wool on it, or f
lip it over to mark it.
It is no longer hammered after the end of the target's players next turn.
If a target has just been hammered and it is currently already hammered it goes BOOM. If it is a vehicle, it explodes and cannot be salvaged. If it is infantry...well the term 'pink mist' sums it up.
Remove the model from the map and cross it off the army roster.
If a building is reduced to 0 structure, it is reduced to rubble (i.e. becomes a square of cover)
Units that are being carried in a transport that has gone BOOM or a building that has been reduced to rubble takes equal damage to a random stat (regardless of its own armour value.)
Overwatch
If you don't fire with a unit, it may go on overwatch.Place a counter within its line of sight.
If it can move, it can only go one space.
If a target moves into that square or its adjacent squares in another players turn, the unit may fire at it.
If the unit doesn`t move at all, it may also move at this point for the purpose of performing a VSRF attack only. [This is the prime tactic for infantry ambushing a tank.]