It is currently Sun Feb 23, 2020 9:02 pm

All times are UTC [ DST ]





Post new topic Reply to topic  [ 53 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next
  Print view Previous topic | Next topic 
Author Message
 Post subject: Rules version 1.1
PostPosted: Thu Feb 28, 2013 3:13 pm 
Offline

Joined: Wed Feb 27, 2013 7:47 pm
Posts: 69
WIP of WZR for v1.1

Warzone Resurrection Basic Beta Rules additions to v1.0

Resource cards: ‘Turn to Burn’ one resource card to:
- Gain 1 action point for each ‘Res’ spend (up to a maximum of 3 per phase)
- Gain a Heal(4) for ONE Wound Effect. This can only be attempted once per wound


Tactical Cards: Changed from "they can be issued any point in the game" to "they can only be used between activation of models"

Morale Test: As with ‘Recovery from Pinning’, you can spend one action at the beginning of the units activation to attempt to ‘Regroup from Broken’. This attempt costs all in the squad one action point. This action CAN be repeated twice per activation.

Actions:
Move - Minus one to RoF is removed.
Engaged Action - Changed to basic action (1 Action point). An ‘Engage’ action can only be completed if the target is in range. If the distance moved is reduced and target can not be reached, the ‘engage move’ counts as a Run action (which costs 2 actions).
-Aim Action: same as before plus +2 to St of the shot.

- Rapid fire (advanced action) - RoF of model is increased by ONE, but RS (Range Skill is reduced by 2 for each shot).
- Sentry Action (advanced action (2 action points)
)- you can place up to TWO models per squad in ‘Sentry’. Models in Sentry can use ONE action (cannot be increased by any means) during the enemy’s activation phase. The following ‘Sentry’ actions are allowed: Shooting, Close Combat OR Move).

"Lost Command Chain" - Only occurs when the starting Squad Commander dies and lasts for the rest of the game
Special Rules:added: - "Spray" – weapons with RoF higher than 1 automatically have the ‘Spray’. Nominate a primary target and a secondary target (within 3" of the primary). Allocate the shots to each target as you wish (remembering modifiers for obscured targets).
'Get the Gun'
When a model with a heavy or a special weapon is removed from play a squad member within 3" can attempt utilise the weapon. Roll a D20, on a roll of 1-10 the weapon is saved (swap the special/heavy model for the normal trooper), on a 11+ the weapon is damaged and unusable. A squad leader can not attempt this roll.


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 4:46 pm 
Offline

Joined: Thu Feb 28, 2013 4:43 pm
Posts: 46
Excellent additions. Can't Wait (sorry, I had to 8-) ) to try them this weekend!



Tom Haswell


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 4:53 pm 
Offline
User avatar

Joined: Thu Feb 28, 2013 4:44 pm
Posts: 418
Location: San Fransisco Bay Area
These are great additions, cannot wait to try 'em out next week.


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 5:01 pm 
Offline

Joined: Thu Feb 28, 2013 4:48 pm
Posts: 2
Morale test:
- To consistently (more than 50% of the times) fail 2 consecutive morale tests with a D20 you need a Ld lower than 6.
- To consistently (more than 50% of the times) fail THREE consecutive morale tests with a D20 you need a Ld lower than 5.
Basically, to fail the morale test THRICE you have to be a real real coward :lol: , and that means that basically there is no role for morale apart from a "stop acting for one activation" one.

The others rules, I DO like ;)


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 5:50 pm 
Offline

Joined: Thu Feb 28, 2013 5:45 pm
Posts: 30
Sounds good, in theory at least. Getting an additional action by using resources will probably be popular with the "3-action, don't like cards" crowd. Now they can have more actions and use their resources for actions instead of card play. :)


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 6:14 pm 
Offline

Joined: Thu Feb 28, 2013 6:03 pm
Posts: 18
Location: Somewhere over the rainbow
Really like these changes... looking forward to trying them out.




Especially the idea of the "get the gun" rule...very cool indeed!


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 6:35 pm 
Offline
User avatar

Joined: Thu Feb 28, 2013 9:45 am
Posts: 1040
Location: Kenilworth, Warwickshire, UK
These all look great Jarek! :)


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 6:36 pm 
Offline

Joined: Thu Feb 28, 2013 5:59 pm
Posts: 12
Location: Rome / Grottaferrata / Castelli Romani
May we target a third/fourth model with Spray, if weapons has RoF>2 and the first two targets die?


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 7:37 pm 
Offline

Joined: Thu Feb 28, 2013 5:10 pm
Posts: 10
Get the gun sounds like a really cool rule!


Top
 Profile  
 
 Post subject: Re: Rules version 1.1
PostPosted: Thu Feb 28, 2013 8:30 pm 
Offline

Joined: Thu Feb 28, 2013 5:45 pm
Posts: 30
"get the gun" is basically a variant of the famous "look out sir" rule in warhammer. And as such it should work fine. And its probably needed in a system with this kind of hit allocation system.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 53 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron



Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
skymiles_red v1.0.1 designed by Team -Programming forum-سيارات للبيع .