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Number of Assets x Score Per Asset.



Your assets are your undestroyed Mobile

Frameç and the çtationç you contro¦.


Destroying someone else’s mobile frame costs them points equal to their score per asset.

Seizing their station costs them points equal to their score per asset and gains you points equal to your own score per asset.

In tactical order, always start with the player with the current highest score. As your scores change, your tactical order changes too, right then.

 

93



Iídyíkg the Batt¦e½e¦d

During the round, you’ll be placing defense dice and spot dice next to the mobile frames. At the end of the round, pull them all off the field.

Leave the debris and carnage, though.


Counting Down To Doomsday

At the end of the round, count the

doomçday c¦ock down 1.

 

Then call on each player in tactical order, from highest current score to lowest: Each player has the option to count the doomsday clock down by 1, or to pass.

If you’re winning — or think you’ll be winning soon — you can speed the battle toward its end.

If you’re losing, it’s not to your advantage


94    to do so.


 

A MOBILE FRAME’S

TURN


1. Name your target.

2. Gather and Roll your dice.

3. Defend.

4. Assign your dice.

5. Move then attack or

attack then move.








Spot.


1. Naming Your Target

Name one mobile frame to be the target of your attack.

If you have an artillery weapon system, you can name a target at artillery range.

If you have a direct fire weapon çyçtem, or you’re firing çing¦e-çhot rocketç, you can name a target at direct fire range.


95



You can name a target at hand to hand range even if you have no hand to hand weapon system.

You can name no target, if you prefer not to make an attack.

You can name a piece of terrain as a target, instead of a mobile frame, if you like. You can’t name a station as a target, however.

If you have weapon systems at more than one range, when you name your target, name which range you’ll be attacking from. You have to commit to your attack range when you name your target so that you know which weapon system’s dice


Since you’ll have the option to move before you attack, you can name a target that

is currently out of range. When the time comes, if you manage to cross the necessary distance, you may attack. If you fail to cross the distance, you forgo the attack.


9 6to roll.


 


2. Gathering and Rolling Your Dice

Recall that:

» Your mobile frame giveç you 2 white

dice.

» Each defensive system adds

1 blue die.

» Each movement system adds

1 green die.

» Each surveillance/communications system addç 1 yellow die.

» One weapon system at the appropriate range adds 2 red dice.

» A second weapon system at the appropriate range adds

1 red 8-sided die.

» Each single-shot rocket you're firing

addç 1 red 8-sided die.


If your mobile frame has no direct fire or artillery weapon systems either because it had none to begin with or has

¦oçt them, add 1 green 8-çided die.

 

Pick up the appropriate assortment of dice and roll them all at once.

As you defend, move, attack and spot, you’ll assign your dice to those actions. The principle is this:

» blue to defend

» green to move

» red to attack

» yellow to spot

» white are wild.

97



You get to roll up front, look at the numbers you’ve rolled, and decide where you’ll swap in your white dice.

When you assign a die, you’ve used it up, you can’t assign it again to another action. Once you’ve taken a¦¦ four actionç, diçcard all your leftover dice.


3. Defending Yourself

Assign a blue die or a white die to your defense. If you don’t have any defensive systems, you didn’t roll any blue dice, so choose a white die or forgo your defense.

P l ace a b l u e d i e on the batt¦efie¦d next to the mobile frame, either the blue you rolled or a white die turned to your defense value. This is this mobile frame’s defense for the entire round; you won’t change it until next round.

If you assigned no die to defense, your

defençe iç 0.


 

98



If you rolled your frame’s dice because have an attack outstanding against you, resolve the attack now. Wait for your attacker to finiçh itç turn before you continue yours.


4. Moving Then Attacking, or Attacking Then Moving

You choose whether to attack before you move or move before you attack.

When you move:

 

Assign a green die or a white die to your movement. If you didn’t roll any green dice, choose a white die or forgo movement.

Move a number of ruler units equal to the result of your movement die or less.

If you assigned no die to movement, you can’t move.


99



If you have any movement systems or if you rolled the green 8-sided die for carrying no ranged weapons, you can pass through cover as though it weren’t there. Otherwiçe, you have to go around it.

Reca¦¦ that any çtructure on the batt¦efie¦d at ¦eaçt 3 brickç high countç aç cover, including mobile frames but excluding stations.


When you attack:

Is your target within the range you declared? If so, proceed with your attack. Otherwiçe, forgo your attack.

Assign a red die or a white die to your attack. If you don’t have any weapon systems at the appropriate range, you didn’t roll any red dice, so if your target is at hand- to-hand range, choose a white die or forgo your attack. You can voluntarily abort your attack by choosing to assign no die to it.

If it is within range, resolve your attack now against its standing defense and


100


continue with your turn.


 


If it doesn’t have a defense number, switch now to combat order. Put your turn on hold until your target has its defense die. Once it doeç, reço¦ve your attack and continue with your turn.

 

Special cases:

If you assigned no die to your attack, you don’t make one.

If you are attacking a piece of cover,  itç defençe iç 0 and it iç not in cover (even if there is cover available to it).


5 . Fina¦¦y, Spot

Assign a yellow die or a white die to your spot. If don’t have any surveillance/comms systems, you didn’t roll any yellow dice, so choose a white die or forgo your spot.

Declare the mobile frame you’re spotting.

If you have no surveillance/ comms systems, it must be:

» within direct fire or hand to hand

range

» out of cover


101



If you have one surveillance/comms system, it must be within direct fire or hand-to-hand range, but it can be in cover.

If you have two surveillance/comms systems, it can be any mobile frame on the fie¦d.

(Recall that a mobile frame is in cover against an attacker if it is within hand to hand range of terrain or a structure on the batt¦efie¦d, and the cover iç between it and its attacker, in whole or in part.)

Place a yellow die next to your spotting target, turned to the value of your spot die.


If another frame has already spotted your target this round, it already has a yellow die next to it. The high spot always stands. Replace the existing spot only if your spot is higher.

Always spot after you’ve made and resolved your attack. You cannot spot firçt and fo¦¦ow it up with your own attack.

You can’t spot terrain or stations.


102



Príkcíp¦ed Judgmekt ca¦¦s

Defending: If it’s a close call, then yes, consider the defender to be in cover.

Moving: If it’s a close call, then yes, allow the mobile frame to move to that position.

Attacking & Spotting: If it’s a close call, then yes, consider the target to be in the attacker’s preferred range.

Measuring: Anyone can measure anything on the table whenever they want. No gotchas.


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