I've gathered here some of the rules that are often used in game scenarios on the website.
* * *
Friendly model: The model that belongs to the same force, or an allied force.
Enemy model: The model that belongs to the opposing side.
Threatening model: Any model that has weapons, or a carnivore creature or an aggressive creature.
* * *
Random movement: 1: It moves North. 2: It moves East. 3: It moves South. 4: It moves West. 5-6: It stays in place.
Random civilian movement
Random civilian movement: At the beginning of their action, roll a d6 for the civilian model: 1-2: It moves towards the nearest exit. 3-4: It moves away from the nearest threatening model. 5: It moves towards the nearest friendly model. 6: It panics. Use Random panic movement.
Civilian groups: If a civilian model touches the base of another civilian model, they become a group. From then on, they will move together. If a civilian group touches the base of a model controlled by the player, the player can decide to become their leader. That leader model decides the movement for the whole group.
* * *
Random aggressive movement
Random aggressive movement: The attacker model attacks the nearest non-friendly model, or moves towards the nearest non-friendly model it sees or hears. Otherwise, use Random movement.
* * *
Random panic movement
Random panic movement: Roll a d6: 1: It moves North. 2: It moves East. 3: It moves South. 4: It moves West. 5: It stays in place, standing. 6: It stays in place, lying on the ground.
* * *
Breached: The attacker has found a weak point in the defence of the base. Choose a point on the outer wall of the base. Put a Breached marker on it. The models touching that wall can use it to enter or leave the building.
Breach in progress
Breach in progress: The weak point is found, but it takes some effort to be able to utilise it. After N actions spent of getting through, the player can put the Breached marker on the wall. Specialist units or special equipment can increase the actions spent. The effectiveness of non-specialist units might be uncertain, they need a successful skill test or a roll of 1-3 on a d6 after every action spent.
Captured: Put the model on its side, and put a Captured marker on it. The model has been tied up, or otherwise made immobile. A captured model cannot be activated. A captured model can be freed by another model that touches its base.
One model of the same size of the captured model can move the captured model at half speed, two models of the same size can move it with regular speed.
Passive guard: The passive guards just stand in place, and they can only be controlled by the player when the model sees an enemy model, or when they get alerted. When the alert is raised, every passive guard model gets under the control of their player.
A passive guard can raise an alert, when:
- The model has line of sight to an enemy unit.
- The model gets attacked in close combat, and wins a round of close combat. Instead of damaging the enemy, it can choose to raise alert.
- The model survives a ranged attack by an enemy unit.
* * *
How do you like these rules? Do you have any questions? Would you like add your own ideas? Tell your opinion in the comments!
Comments powered by CComment