Post by Lolimod on Aug 5, 2015 8:21:22 GMT
Set up
Both players will roll a d12 with the player who rolls higher choosing which player will start the game with the Initiative. When a player starts with the Initiative they choose a side of the board and deploy all their units within 6 inches of that board edge, their opponent must then deploy all of their units within 6 inches of the opposite board edge.
Turn Structure
Each turn starts with a Status Phase, this is a book keeping phase where players cannot do any actions and resolve any ongoing abilities that have effects during the Status Phase.
After the Status Phase begins the Action Phase. During the Action Phase players alternate activating models, beginning with the player who has initiative. A player can activate any unexhausted unit. See Activating a Unit below for more information on what a unit can do when activated. When all units that both players control are exhausted the turn ends, and a new turn begins.
Activating a Unit.
When a unit activates it can perform two actions, after an active unit has resolved their two actions they become exhausted and their activation ends. Units have two basic actions, move and attack, but they may have unique actions on their card.
Move:
When a unit takes the move action they can move a number of inches equal to their movement value. A unit that takes the move action may take their second action during the move action. If they do, their unspent movement is retained and can be used to continue moving the model after their second action has resolved.
Attack:
A unit may only make an attack action once per turn. When a unit attacks pick one of their Attacks. You will then designate a target enemy unit within the attack’s range. You will then roll a number of dice equal to the speed of the weapon being used that are of the size of the accuracy of the attack. If any of the dice are equal to or less than the target’s evasion then those dice have hit. For each hit the target will roll their armour die (if any). For each die that beats the damage value of the attack the damage for that hit is reduced by the amount that the die exceeds the damage. Any remaining damage is dealt to the target unit. If the target unit has damage equal to its HP, then it is removed.
Determining Line of Sight.
Each unit and piece of terrain has a Height. If you can draw a line from any section of a unit A’s base to any section of another unit B’s base without crossing a piece of terrain with height equal or greater than unit A’s, then unit A has line of sight.
Other Concepts
Attack Range:
Attacks have a certain range that the target of the attack must be within or the attack fails. If the attack has a range listed besides the attack type then that is the range of the attack. If there is no range listed the attack uses the default range. For Melee attacks, the default range is any model in base contact with the attacking model. For Ranged attacks the default range is anywhere within Line of Sight.
Attack Type:
Attacks are either Melee or Ranged. An attack’s attack type will determine whether some abilities and actions’ effects will apply to the attack and the default Attack Range of the attack.
Indirect:
This attack does not require Line of Sight
Slow:
An attack with the slow trait costs two actions to use.
Targeting Token:
When a unit has a targeting token, Artilery units may substitute their usual Accuracy with d6. Discard a targeting token whenever the unit moves.
Quick:
An attack with the Quick Trait can be used twice in an activation
Example Units:
LDF Grunt
Infantry
HP: 5
Mov: 5
Eva: 6
Arm: d8
Attacks:
Rifle
Ranged
Acc: d8
Spd: 3
Dmg: 3
Combat knife
Melee
Acc: d8
Spd: 3
Dmg: 2
Scout
Infantry, Scout
HP: 5
Mov: 7
Eva:5
Arm: d6
Actions:
Over here!: Place a targeting token on target unit within 6”
Attacks:
Smg:
Ranged
Acc: d10
Spd: 5
Dmg: 2
Mortar loli
Artilery
HP: 8
Mov: 1
Eva: 10
Arm: d8
Main Cannon
Ranged 6”+, Slow, Indirect
Acc: d10
Spd: 1
Dmg: 8
Medic
Infantry, Medic
HP: 5
Mov: 5
Eva: 6
Arm: d6
Actions:
Medkit: Remove all damage from target Infantry in base contact
Pistol
Ranged, Quick
Acc: d8
Spd: 1
Dmg: 2
Sniper
Infantry
HP: 4
Mov: 4
Eva: 7
Arm: d4
Actions:
Hide: EVA becomes 4
Attacks:
Rifle
Ranged
Acc: d4
Spd: 1
Dmg: 8
Sargent
Leader, Infantry
HP: 5
Mov: 5
Eva: 6
Arm: d6
Actions:
Orders: A Sargent may issue the following orders to all infantry within 6”:
Ready: Eva -1
Aim: May re-roll any attack dice that miss this turn
Fire!: Elect any number of affected units to attack a target unit. All units commanded must attack the same target. Any units that make this attack are then exhausted.
Rifle
Ranged
Acc: d8
Spd: 3
Dmg: 3
Abilities:
Look out, Onee-chan!: When this unit is attacked by a ranged attack any infantry loli within 2" of the Sargent may intercept the attack. The intercepting loli is moved into base contact with the Sargent and becomes the new target for the attack. This must be used after the attack has been declared, but before any dice have been rolled.
Both players will roll a d12 with the player who rolls higher choosing which player will start the game with the Initiative. When a player starts with the Initiative they choose a side of the board and deploy all their units within 6 inches of that board edge, their opponent must then deploy all of their units within 6 inches of the opposite board edge.
Turn Structure
Each turn starts with a Status Phase, this is a book keeping phase where players cannot do any actions and resolve any ongoing abilities that have effects during the Status Phase.
After the Status Phase begins the Action Phase. During the Action Phase players alternate activating models, beginning with the player who has initiative. A player can activate any unexhausted unit. See Activating a Unit below for more information on what a unit can do when activated. When all units that both players control are exhausted the turn ends, and a new turn begins.
Activating a Unit.
When a unit activates it can perform two actions, after an active unit has resolved their two actions they become exhausted and their activation ends. Units have two basic actions, move and attack, but they may have unique actions on their card.
Move:
When a unit takes the move action they can move a number of inches equal to their movement value. A unit that takes the move action may take their second action during the move action. If they do, their unspent movement is retained and can be used to continue moving the model after their second action has resolved.
Attack:
A unit may only make an attack action once per turn. When a unit attacks pick one of their Attacks. You will then designate a target enemy unit within the attack’s range. You will then roll a number of dice equal to the speed of the weapon being used that are of the size of the accuracy of the attack. If any of the dice are equal to or less than the target’s evasion then those dice have hit. For each hit the target will roll their armour die (if any). For each die that beats the damage value of the attack the damage for that hit is reduced by the amount that the die exceeds the damage. Any remaining damage is dealt to the target unit. If the target unit has damage equal to its HP, then it is removed.
Determining Line of Sight.
Each unit and piece of terrain has a Height. If you can draw a line from any section of a unit A’s base to any section of another unit B’s base without crossing a piece of terrain with height equal or greater than unit A’s, then unit A has line of sight.
Other Concepts
Attack Range:
Attacks have a certain range that the target of the attack must be within or the attack fails. If the attack has a range listed besides the attack type then that is the range of the attack. If there is no range listed the attack uses the default range. For Melee attacks, the default range is any model in base contact with the attacking model. For Ranged attacks the default range is anywhere within Line of Sight.
Attack Type:
Attacks are either Melee or Ranged. An attack’s attack type will determine whether some abilities and actions’ effects will apply to the attack and the default Attack Range of the attack.
Indirect:
This attack does not require Line of Sight
Slow:
An attack with the slow trait costs two actions to use.
Targeting Token:
When a unit has a targeting token, Artilery units may substitute their usual Accuracy with d6. Discard a targeting token whenever the unit moves.
Quick:
An attack with the Quick Trait can be used twice in an activation
Example Units:
LDF Grunt
Infantry
HP: 5
Mov: 5
Eva: 6
Arm: d8
Attacks:
Rifle
Ranged
Acc: d8
Spd: 3
Dmg: 3
Combat knife
Melee
Acc: d8
Spd: 3
Dmg: 2
Scout
Infantry, Scout
HP: 5
Mov: 7
Eva:5
Arm: d6
Actions:
Over here!: Place a targeting token on target unit within 6”
Attacks:
Smg:
Ranged
Acc: d10
Spd: 5
Dmg: 2
Mortar loli
Artilery
HP: 8
Mov: 1
Eva: 10
Arm: d8
Main Cannon
Ranged 6”+, Slow, Indirect
Acc: d10
Spd: 1
Dmg: 8
Medic
Infantry, Medic
HP: 5
Mov: 5
Eva: 6
Arm: d6
Actions:
Medkit: Remove all damage from target Infantry in base contact
Pistol
Ranged, Quick
Acc: d8
Spd: 1
Dmg: 2
Sniper
Infantry
HP: 4
Mov: 4
Eva: 7
Arm: d4
Actions:
Hide: EVA becomes 4
Attacks:
Rifle
Ranged
Acc: d4
Spd: 1
Dmg: 8
Sargent
Leader, Infantry
HP: 5
Mov: 5
Eva: 6
Arm: d6
Actions:
Orders: A Sargent may issue the following orders to all infantry within 6”:
Ready: Eva -1
Aim: May re-roll any attack dice that miss this turn
Fire!: Elect any number of affected units to attack a target unit. All units commanded must attack the same target. Any units that make this attack are then exhausted.
Rifle
Ranged
Acc: d8
Spd: 3
Dmg: 3
Abilities:
Look out, Onee-chan!: When this unit is attacked by a ranged attack any infantry loli within 2" of the Sargent may intercept the attack. The intercepting loli is moved into base contact with the Sargent and becomes the new target for the attack. This must be used after the attack has been declared, but before any dice have been rolled.