|
Post by gamedave on Dec 17, 2007 13:41:39 GMT -5
1) Space All units take up a square space on the board (1 square, 2x2 squares, 3x3, etc.). Each square represents 20 ft. in character scale. Each side of a unit is a "base."
2) Facing Each unit has at least 1 "Face". Units may only make melee attacks against other units touching their face, and may only make ranged attacks in the direction of their Face or at an oblique from their Face. Units may only move in the direction of their Face or at an oblique angle from their face.
The two bases perpendicular to the Face are the "flanks". Attacks on a unit's Flank gain a +1 bonus on attack rolls. The base directly opposite the face is the unit's "rear". Attacks on the Rear gain a +2 bonus on attack rolls.
A unit threatens all squares in directly in front of its Face(s) and may make an attack of opportunity against any unit moving out of a threatened square. Units do not threaten squares on an oblique. Units only have 1 attack of opportunity per round, unless otherwise stated in their description.
3) Defensive Square As a move action, a unit may form a Defensive Square. While in a Defensive Square, a unit may have from 2 to 5 Faces (all 4 bases plus the top - to guard against aerial attacks). While in a Defensive Square, any side that is not a Face is a Flank. Each Face may make a seperate attack, but each the Base Damage for each attack is divided by the number of Faces, regardless of how many actually attack. Units in a Defensive Square may not move. It requires a move action to reform the Defensive Square, either to add or subtract any number of Faces. A unit with only 1 Face is no longer in a Defensive Square.
|
|
|
Post by gamedave on Dec 17, 2007 14:41:26 GMT -5
4) Actions Units may make 1 move action and 1 attack action, 2 move actions, or a full round action. Units may delay and hold actions using standard d20 rules.
5) Movement Units have a Move stat: x / y / z , where x is the number squares it may move as a single move action, y is the number of squares it may move as a double move or charge, and z is the number of squares it may move as a full round run. Units may move in the direction of their Face, or at an oblique to their Face. Odd oblique squares in a round count as 1 square, even obliques count as 2 squares of movement. Some terrain (such as crossing a stream or moving uphill) also counts as 2 squares (so taking the second oblique while crossing a stream counts as 4 squares).
It takes 1 square of movement to change the direction of a unit's Face 90 degrees while standing still.
As standard for d20, a unit may only run in a straight line across level, unobstructed ground.
6) Attacks and Damage To make an attack, roll 1d10 + attacking unit's attack modifier - defending unit's defense modifier. The result is multiplied by 10. This is the percentage of the attacking unit's base damage which is inflicted on the defending unit. This number cannot be less than 0% or more than 100%.
Each unit has a base damage: x (y), where x is the base damage and y is the base damage vs. units immune to critical hits.
If a unit has both a ranged attack and a melee attack, it may make either attack with a single Face, not both.
A unit may only make a melee attack on an adjacent unit - a unit with a base in contact with the attacking unit's Face. Oblique contact (corner to corner) does not count as adjacent.
A unit in a Defensive Square divides its base damage for all attacks by the number of Faces it currently has.
A unit with a top Face may attack an aerial unit directly above it. If an aerial has squares overlapping an opponent and adjacent to an opponent (it is only partially over that opponent), both the ground unit's top and base facing the adjacent squares are considered in contact with the aerial unit.
Some units may have a full attack option - they may only take this option as a full round action (i.e., no movement allowed).
7) Taking Damage All units have a condition track - as they move down the track, their base damage decreases, but they suffer no other penalties, until they are broken or destroyed. If a unit is healed, it cannot be healed past the maximum hit points in its current condition level. For example, a unit with condition levels 100/90/80/70/60 (50) has 100 hp at full health, and is broken when it reaches 50 hp. If it is at 83 hp, it may only be healed to 89 hp - any excess healing is lost.
A broken unit is removed from the battlefield - its component members flee. A destroyed unit (0) hp indicates all its members are dead or destroyed. For game mechanics, a broken unit and a destroyed unit are identical (removed from the battlefield), but this may have story implications.
|
|
|
Post by moviedave on Dec 17, 2007 14:56:50 GMT -5
Does changing a facing while adjacent to another units facing provoke an attack of opportunity?
|
|
|
Post by gamedave on Dec 17, 2007 14:59:43 GMT -5
Does changing a facing while adjacent to another units facing provoke an attack of opportunity? No, neither does forming a Defensive Square or re-forming from a Defensive Square.
|
|
|
Post by gamedave on Dec 17, 2007 15:26:47 GMT -5
5) Movement errata Changing Facing by 90 degrees while standing still counts as 1 square of movement for purposes of determining the total squares of movement available to a unit, but does otherwise count as movement, and so does not provoke an attack of opportunity.
A unit on the move with enough movement available may make oblique moves in consecutive squares to execute a 90 degree turn without an additional cost. This turn must be executed during a single move action or full round double move action - it cannot be split up over different rounds.
8) Aerial Units Aerial units have a Face just like other units. However, directly beneath an aerial unit is always considered a part of its Face or Faces. An aerial unit may attack any unit underneath it so long as its Face is adjacent to squares occupied by that unit (for a partial overlap) or if it completely overlaps a unit underneath it, and an aerial unit threatens such squares.
If an aerial unit overlaps a ground unit, and either is subject to a ranged attack, they are both targeted. Take the percentage of the non-targeted unit overlapped by the targeted unit, and divide by 2. This is the percentage of the base damage targeting the overlapped unit. The remaining base damage affects the actual target of the attack. For example, a 2x2 aerial unit has 2 squares overlapping a 3x3 unit. An ranged attack targeting the aerial unit would be split 1/9 to the ground unit and 8/9 to the aerial unit. A ranged attack targeting the ground unit would be split 25% to the aerial unit and 75% to the ground unit.
|
|