Fury storm.
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.Games are conducted with armies of equal points value and the following composition:
1 HQ - A rearlines type unit that functions as a command and support role.
0-1 Field Commander - a front lines leader that functions in a combat and morale type role.
0-1 War Hero - epic scale warrior designed to turn the tides in a single swoop.
3-8 Troops - The bulk of any army. Functions as the main component supported and complimented by other choices.
0-6 Auxiliaries - Units equipped and prepared to perform certain tasks with more efficiency
0-3 Specialized forces - Cream of the Crop. Top notch warriors designed to do with few what many would normally do.
0-5 Heavies - Big Guns, Big Guys. Heavies bring the power in any army.
At the beginning of a game you roll for weather conditions.
1- Rain - units have a -2 for firing when shooting over 21"
2- Cold - units recover from winding in 6 turns
3- Heat - units count as winded after 4 turns
4- Windstorm - units move 3" slower (to a minimum of 6") when double timing
5- Thunderstorm - vehicles have aim reduced by 1. 3 separate p12 blasts are scattered
6- Fog - Roll a d3 to determine fog level. this is the value added to the roll to shoot if not within 12"
At the beginning of the game players roll for turn order. From then on the game is as follows:
There are three phases:
-Organization Phase
-Movement Phase
-Attack phase
During the organization units armies may use their chain of command convey their tactics and logistics. In this phase many units have the ability to attempt an action depending on the unit.
During the Movement phase units move.
During the attack phase units choose to either shoot or attempt hand to hand combat.
These phases are taken in order. I.E. Player one organizes, Player 2 organizes. This continues until all phases are finished signalling the end of a turn. On the next turn play order is reversed. Meaning Player 2 is now Organizing, Moving, and Attacking First.
Organization:
Most armies have units in their chain of command which are able to attempt an Order or Ability. Orders are conveyed directions that grant the bestowed unit a temporary ability. Abilities are used by the unit that attempts them.
To attempt an order or ability you must first pass a Morale Test.
Morale test: Morale tests are rolled on a D20 and compared against the units morale value. If the D20 is lower than or equal to the Morale Stat the test is passed. The unit may now use the ability as described.
Some units have abilities that require greater morale then the enemy in order to succeed. To test this a Clash of Wills is made.
Clash Of Wills: Both units roll a D20 and add that to their Morale Stat. The unit with the highest value wins. If the unit who cast the Clash of Wills wins, they may use their ability. If they lose nothing happens unless stated in the rules of the ability.
Movement:
All units have a Speed Statistic in their Stat line. This is the amount of inches they may travel normally. Units wishing to travel farther may choose to Double Time.
Double time: Units who double time travel up to twice as far as their speed. However units who Double time farther then 3" above their regular speed count as Winded. Units Who double time cannot fire their weapons.
Stunned/Winded: Units who are Stunned/Winded have the following negative modifiers:
*-1 to their Aim
*Speed is halved for next turn
*Reflex is brought down to 2
Attack Phase:
In the attack phase units Declare whether to shoot or assault. Declarations are made prior to any attacks on a Unit. Ergo: You are not allowed to stall a Hand to Hand charge until shooting determines if it is a smart move. Declare who shoots and who charges. Such is the uncertainty of war.Now that declarations have been made resolve shooting and then resolve Hand To Hand.
Shooting:
Units are shot individually. Unless otherwise allowed a unit fires as a whole. Units may fire at any unit in range and in Sight. Units count as in sight when 25% of the unit is visible. This is covered more in the Cover section.
To shoot a unit determine all weapons shooting in your unit. Each Gun has its own stat-line:
Gun Calipsum Rifle:
Power: 9 type: Focus 1/2 Range: 36"
Power indicates how strong the weapon is.
Type indicates what its rules for when it can shoot are, type also indicates how many shots are taken.
Range indicates how far the weapon may shoot.
There are three types 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 planted. A unit counts as planted when it has spent a movement phase immobile.
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 and may only shoot to half of its range.
Charging weapons are always fired from the hip and receive no penalty from firing after moved.
To determine if a shot hits follow this formula:
Units Aim + the following modifiers = Roll needed.
-1 If the enemy is large (15+ models, a vehicle, a monster)
+1 if the gun is labeled recoil (harder to fire based on power)
+1 if the unit fired a focus weapon while moved
+1 if stunned or winded
+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.
When a roll is equal to or higher then the needed value the shot hits. When the value needed is one or less you still must roll 2 or higher. There is no guaranteed hit.
Hand To Hand:
This has yet to be made or tested.
Roll for Armor:
Units have armor to protect them from lethal blows. Each unit has an armor stat in their stat line. Every time a Hit is scored the defending player must roll an Armor test.
To perform an armor test execute the following:
Power of the Weapon - Units Armor value = Roll required
For Each hit the defending player rolls against this value with a D6 for every hit. If the player rolls equal to or higher then the value the hit is ignored. In cases where the value needed is 7 or more the defending player rolls 2 6+ armor tests for the unit.
Cover:
In Fury Storm cover is pervasive. 25-50%mof the board should be filled with different sizes of terrain. This terrain can be used as cover. First we need to classify terrain.
Obstacles: barriers, barricades, short walls, traffic barriers
Features: Large pieces of terrain that block view pervasively
Hazards: Specific elements that have a fair amount of risk
Areas: Woods, cities, outcroppings ect.
Obstacles are scale-able only for movement. They cannot be stood on at any point. In order to use an obstacle as good cover a unit must be:
within 1" of the obstacle.
50% behind cover from the view point of it's attacker.
Pinned or Planted(Planted: abstained from moving in prior turn, Pinned: player elects to count as Planted when fired upon resulting in a -1 to all stats next turn.)
To use as bad cover you must be:
50% behind cover from the view point of it's attacker.
Areas always count as bad cover when a unit is 50% inside.
Features are scale-able and grant bad cover when on top. Otherwise features grant cover as obstacles.
Hazards are dangerous but have specific rules for each piece. These should be agreed upon pre-game.
Vehicles act much differently in cover. For starters vehicles may not get a cover save unless covered by terrain by more then 50%. In which case they achieve good cover
In cases where models in a unit are completely out of sight of the entire attacking unit, they may not be killed. An out of sight unit may only be killed by: weapons that ignore cover, Blasts centered from a point in LOS of the unit, ect.
That is the current state of the game. Anything else mentioned is not cannon only brainstorming. Such aspects have yet to be refined by play-testing.
Things to add:
-Shooting into HTH
-Shooting through units
-Atrocities
-Vehicles
-HTH
-Game objectives
Things to add to Overall gameset:
-Points calculator for vehicles & HQ
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