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In a 5v5 game, each side chooses 5 units, with no duplicates (i.e. cannot choose to field two Snipers on the same side). For a quicker, or for a more simple demo game, choose 3v3 with no duplicates.
The playing surface is 2 x 3', with each player starting along a 2' edge. 1. Determine deployment initiative with a single-dice roll-off. 2. Deploy each unit within one card width of the edge of the board. 3. After all units are deployed, each player (starting with the lowest initiative) can re-deploy one unit.
Chain of Occurrence:
o o o
Movement
Each unit has a Movement Point (MP) number, which are the points used for movement, ascending, descending, turning etc. Each card has a starting cutout at the bottom, and three destination cutouts; no short movement. Additionally, movement must be to a position in LOS. o o Place the starting cutout around the base, within the front 180 arc; the card cannot cross terrain. Ascending/Descending: base contact with structure; each Elevation Rating (ER) requires one MP. MP must equal or exceed the ER value to ascend (i.e., ER3 wall requires an MP of 3). o o (ER): ~4 (e.g., ER2 = 8); an approximate elevation corresponding to the MPs required to ascend or descend, and for measurements concerning cover, with regards to 2D terrain. Level: an arbitrary elevation measurement, consisting of multiple ERs, with regards to 3D terrain. A unit cannot move up or down Levels beyond its base MP. "Manmade structures, slopes, or stairs that help with climbing or descending allow the MERCS to ignore the climbing limitation, as do certain Personal Abilities." Each MP allows a single 90 turn (facing). Additional facings or 90 = one MP.
Facing: o o
o o
Backpedaling = 2 MP; no change to facing. Snap-to-Cover (S2C) allows a unit to close 30mm (base width), ending in base contact with an object of cover. For example, a unit can shoot (action); then S2C behind a wall, ducking out of the enemy's LOS. o o S2C is movement with regards to the units position, but does not count against MPs. Use S2C anytime within an activation (e.g., S2C, then shoot; shoot, then S2C; move, then S2C, etc.).
Range
Unless otherwise specified, all weapons have unlimited range; if you can see it, you can shoot it. o Range is measured from the card edge NOT the movement circle o Melee: within 30mm (base length) o Short: One card length o Long/unlimited: anything greater than one card length A unit's LOS is along the front 180 arc A pistol fires in short range (one card length) Grenades are thrown for a range distance in card lengths; a template determines the area of effect (AOE). o A unit requires LOS to a base or model to throw a grenade (impact point can be open ground). Friendly units provide LOS for each other (e.g., A1 does not have LOS to B1, but A2 does; A1 can now target B1). o A grenade launcher (having an FN) can target the ground at FN3 (FN5 2FN [No Cover]). Otherwise, the weapon and its range are specified on the unit's card, measured in card lengths; for example, Range 2 is two card-lengths.
Range notes: o o o
The grenade LOS rules come from the corporations getting burned with bad PR when innocents are killed. Of course people can throw grenades where they can't see. MERCS are trained not to do that, because it can cost billions in monetary penalties from GCC rulings and trade sanctions.
Combat
Shooting
A unit's to-hit value is called a Firing Number (FN). The FN is modified depending on various factors (cover, elevation, unit abilities, target unit abilities etc). After all modifiers have been applied, roll a d10 against the FN ( to succeed).
Melee
Not all units can participate in melee combat this is specified on their card. A melee to-hit value is based on the target's Reaction Number ( to succeed).
Drawing Blood
o o o The Blood equals the number of wounds a unit can sustain. Once lost, remove the unit from play. On a successful hit, if the Weapon/Hand-to-Hand Strength Armour Value = -1 Blood. Each attack can inflict only one Blood; multiple attacks are possible within one round.
*Units having high Armour Values, must often have their armour broken first (which can be done by low strength weapons), in order to be able to deal Blood damage.
Bounding
Bounding is a coordinated movement between two or more friendly units, based on one units lower initiative value. o o The bounding unit (BU) gains an extra MP, but can only move as an action; the bounding target (BT) unit can act as normal. For example, the CCC Incinerator (initiative 9; BU) bounds with the CCC Heavy (initiative 3; BT). On initiative 3, the Heavy activates as normal; then the Incinerator activates and moves.
Suppression
Suppression is the act of keeping a target under fire, unable to act. This ACM does not require any dice rolling from the suppressor, only the target. o o Suppression does not deal Blood damage, but rather seeks to prevent the enemy from performing any action, locking down an area of terrain. The enemy unit must pass a Courage Check in order to perform their intended action, and even if passed, the residual fear still has an effect on their abilities. o o Suppression carries over until the activation of the (suppressing) unit. Every action in the Suppression triggers a reactive attack [i.e., courage check]. Enemy action must begin within the suppressors LOS (front 180 arc); the suppressor must remain stationary.
Overwatch
Similar to suppression, however, the unit attempts to deal Blood damage by shooting prior (or simultaneously) to the targets action. o o Overwatch carries over until the activation of the (overwatching) unit. Every action in the Overwatch triggers a reactive attack. Enemy action must begin within the overwatching units LOS (front 180 arc); the unit on Overwatch must remain stationary. S2C Going on Suppression or Overwatch Declaring a bound (though the subsequent move action will be subject to Suppression) Hold.