Saturday, June 11, 2011

Basic Structure

The game will use standard size miniatures on a board 4x6-6x8. The scale will range up to 400 models. Their will be multiple army choices all with unique play styles and rules.

Basic elements:
Movement:
Different units have different speeds. Armies have the ability to be faster then one another and slower. Speed will be a vital point in this game. As such each unit will have its own Spd stat. This will represent the amount of inches a unit may travel directly.

On top of this many units may attempt to cover more ground in the lieu of other actions. Therefore I have made the first Acctual listed rule in the game. DOUBLE TIME: A unit may choose to double the distance it may move. However this unit Is now counted as winded and may only move Half of its original distance next turn. This distance may be doubled once more. Whether a unit was winded from a one or two consecutive double time moves it must spend 3 game phases recovering(doing nothing) These phases may be taken at any time.(A unit who shoots in its next turn counts its immobile shooting and assault phases as rested phases.) When halving the distance always round down. A unit that double times does so in the movement phase.

This allows me to create the first Special rule. Marathon: A unit does not get winded.

Great now our men can move around the board. Let's make them kill something.

Shooting:
This game is mostly about shooting so lets get the mechanics right. There are X kinds of weapons:
Static weapons
Focus weapons
Charging weapons

Static Weapons are Large guns and heavy emplacements that cannot be handled on the move. They may only fire when they are set up. A unit counts as set when it has spent a movement phase immobile. New special rule Hurry up and Shoot: A unit may opt to move half of its distance in a turn. This unit counts as though it had not moved for the purposes of firing. The unit also counts as winded.

Focus weapons are like rifles. A unit may choose to fire them at full capacity or fire them from the hip while moving. A unit that fires on the move surfers a penalty to their accuracy.

Charging weapons are always fired from the hip and receive no penalty from firing after moved.

The firing mechanic:
Every time a unit fires a ranged weapon it performs an accuracy check. To do this we have 2 steps. 1 Determine the hit value 2 Roll for hit value. The hit value is a base 5. To which we add modifiers:
-1 If the enemy is large (15+ models, a vehicle, a monster)
+1 if the gun is a static weapon (harder to fire based on power)
+1 if the unit fired a focus weapon while moved
+1 if the enemy moved over 11" (faster means harder to hit)
+1 if the enemy unit is in bad cover
+2 if the enemy is in good cover
-2 if the unit is within 12" (point blank)
Some rules give specific units extra modifiers.
Once this value is totaled subtract the aim. The value given is the value needed to roll with1 D6. If the value is higher than 6 all shots are missed.

The hand to hand mechanic:
In the third phase of the game units may choose to go into hand to hand. Units may move up to half its speed to reach a unit in hand to hand or preform a Charge. The unit may then move its full speed but count as winded. Due to moral in the charge a unit may perform a charge as though it has not double timed for the purpose of movement speed. A unit that has double timed and or charged counts as winded during the assault. After both players have completed an assault phase if the combat is still going both units count as winded. Any unit that leaves combat counts as winded.

To perform a HtH assault
The assaulting unit uses its maximum moving distance to move into contact with the enemy model. A player may choose any model so long as it is in range. The battle now starts at reflex level(r) 10 and works down in steps to 1. Models may begin striking at their respective reflex level and continue to do so until level 1 is complete.
Unfinished more to do later

The to kill mechanic:
Every unit has some form of armor. This value ranges from 1-8. Each weapon has a power value(p). In order to pierce the armor you need a value higher then the armors value plus 3. Do this by rolling 1 d6 and adding your power to it. When you pierce the armor you score a wound.

In an event where you hit a unit with a strength double the armor value of a units average armor, that unit suffers 2 wounds. In the event a unit suffers a hit from a weapon 3 times its strength that unit suffers 4 wounds.

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