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Actions 1.3.1
Quote from IoM-Christian on 2022-08-29, 14:34These 8 actions can be performed spending unit Command Point: }ACT}, }MOVE>, }RETREAT>, }CHARGE>, }RALLY>, }HOLD], and [MARCH].
Action types:
- }REPEATING CHAIN ACT} The act may be undertaken as many times as the unit has Command points to spend
- }CONTINOUS CHAIN ACT> The act may be undertaken once in a Phase
- }ACTION CHAIN ENDER] The act ends the units current handling
- [SOLE CHAIN ACT] The act must be the only one performed in the units phase activation
}ACT} Allow the Unit to attack or use whatever special ability it has as many times as it has actions per Round.
}MOVE> allow a Unit to one travel across the battlefield at distance equal to;
- The Units Move Stat
- Action Type chosen
- Terrain type(s) the Unit traverse
- Applied Buff/Nerf Effect
- Armour, Barding & Shield (ABS) amount.
}RETREAT> The Unit may travel half its }MOVE> directly backwards.
}CHARGE> The Unit may travel its Charge Move, to get close enough to use its melee attack(s) (weapons range) on the Target. The Charging Unit may stop out of the Targets Weapon Range. If the Target Unit was on [HOLD] and has longer weapon Range, their Attacks must be calculated before the Chargers. The ensuing combat lasts until one side [Break] or are [Destroyed].
It is only possible to declare a charge if:
- There is line of sight to the enemy unit
- No obstacles are to be crossed during charge
- It seems possible for the chargers to engage
Chargers gains +1 Strength in the first Melee Round.
An opponent performing a }RETREAT] and succeeding in getting out of [CHARGE] range does not cancel the [CHARGE], but the charging unit becomes [Bewildered].
}RALLY>, allow a Unit to clear a [Disorder] or [Bewildered].
}HOLD] Can be set in the compulsary part of a phase, either by the units own or an OAT from the General. It allow interrupting on the fly as response to incoming Charges, Attacks, Spells or enemy coming within weapon range.
- If [HOLD] is given to, and performed by, a Unit, it may for the rest of the Turn perform:
- [RETREAT], [ACT], or counter [CHARGE] during the opposing player’s initiative.
- [MOVE], [MARCH], [CHARGE], [RETREAT], and [ACT] during the players own initiative.
This means that a activated UNIT performing HOLD, can freeze the UNITS remaining, unspent Actions till later in the GAME TURN.
[MARCH] The Unit can travel up to 3 * [MOVE] across Normal Terrain. UNITS may not [MARCH] across Difficult Terrain..
These 8 actions can be performed spending unit Command Point: }ACT}, }MOVE>, }RETREAT>, }CHARGE>, }RALLY>, }HOLD], and [MARCH].
Action types:
- }REPEATING CHAIN ACT} The act may be undertaken as many times as the unit has Command points to spend
- }CONTINOUS CHAIN ACT> The act may be undertaken once in a Phase
- }ACTION CHAIN ENDER] The act ends the units current handling
- [SOLE CHAIN ACT] The act must be the only one performed in the units phase activation
}ACT} Allow the Unit to attack or use whatever special ability it has as many times as it has actions per Round.
}MOVE> allow a Unit to one travel across the battlefield at distance equal to;
- The Units Move Stat
- Action Type chosen
- Terrain type(s) the Unit traverse
- Applied Buff/Nerf Effect
- Armour, Barding & Shield (ABS) amount.
}RETREAT> The Unit may travel half its }MOVE> directly backwards.
}CHARGE> The Unit may travel its Charge Move, to get close enough to use its melee attack(s) (weapons range) on the Target. The Charging Unit may stop out of the Targets Weapon Range. If the Target Unit was on [HOLD] and has longer weapon Range, their Attacks must be calculated before the Chargers. The ensuing combat lasts until one side [Break] or are [Destroyed].
It is only possible to declare a charge if:
- There is line of sight to the enemy unit
- No obstacles are to be crossed during charge
- It seems possible for the chargers to engage
Chargers gains +1 Strength in the first Melee Round.
An opponent performing a }RETREAT] and succeeding in getting out of [CHARGE] range does not cancel the [CHARGE], but the charging unit becomes [Bewildered].
}RALLY>, allow a Unit to clear a [Disorder] or [Bewildered].
}HOLD] Can be set in the compulsary part of a phase, either by the units own or an OAT from the General. It allow interrupting on the fly as response to incoming Charges, Attacks, Spells or enemy coming within weapon range.
- If [HOLD] is given to, and performed by, a Unit, it may for the rest of the Turn perform:
- [RETREAT], [ACT], or counter [CHARGE] during the opposing player’s initiative.
- [MOVE], [MARCH], [CHARGE], [RETREAT], and [ACT] during the players own initiative.
This means that a activated UNIT performing HOLD, can freeze the UNITS remaining, unspent Actions till later in the GAME TURN.
[MARCH] The Unit can travel up to 3 * [MOVE] across Normal Terrain. UNITS may not [MARCH] across Difficult Terrain..
Quote from IoM-Christian on 2023-02-02, 11:58Actions 0.02
Rewrote some of the sentences.
Actions 0.02
Rewrote some of the sentences.
Quote from IoM-Christian on 2023-06-11, 20:54Actions 0.03
Renamed [Ready] to [Hold].
Merged in text from Movement thread.
Elaborated on some sentences.
Actions 0.03
Renamed [Ready] to [Hold].
Merged in text from Movement thread.
Elaborated on some sentences.
Quote from IoM-Christian on 2023-07-13, 22:35Actions 0.04
Altered [HOLD] so a Unit Activating [HOLD] freeze its activities until needed later that Turn. In case the Unit has unspent OAT at Turn end, these are discarded.
- [HOLD] is given to a Unit, it may for the rest of the Turn perform:
- [RETREAT], [ATTACK], [ACTION], or [COUNTER-CHARGE] during the opposing player’s initiative.
- [MOVE], [MARCH], [RETREAT], [CHARGE], [ATTACK], [ACTION] during the players initiative.
Actions 0.04
Altered [HOLD] so a Unit Activating [HOLD] freeze its activities until needed later that Turn. In case the Unit has unspent OAT at Turn end, these are discarded.
- [HOLD] is given to a Unit, it may for the rest of the Turn perform:
- [RETREAT], [ATTACK], [ACTION], or [COUNTER-CHARGE] during the opposing player’s initiative.
- [MOVE], [MARCH], [RETREAT], [CHARGE], [ATTACK], [ACTION] during the players initiative.
Quote from IoM-Christian on 2023-07-25, 02:01Actions 0.05
If the enemy uses an activation reaction, to get out of [CHARGE] range, it does not normally cancel your initial [CHARGE] move. As Units failing to reach its target just becomes [Bewildered].
Actions 0.05
If the enemy uses an activation reaction, to get out of [CHARGE] range, it does not normally cancel your initial [CHARGE] move. As Units failing to reach its target just becomes [Bewildered].
Quote from IoM-Christian on 2023-11-20, 19:27Actions 0.06
[SNEAK] allow a Unit to travel the battlefield equal to half their [MOVE] meanwhile gaining [SOFT COVER]
[RELOAD] gunpowder [MODELS] must reload after firing
Actions 0.06
[SNEAK] allow a Unit to travel the battlefield equal to half their [MOVE] meanwhile gaining [SOFT COVER]
[RELOAD] gunpowder [MODELS] must reload after firing
Quote from IoM-Christian on 2024-01-08, 22:26Actions 0.07
Changed INCH to CM.
Actions 0.07
Changed INCH to CM.
Quote from IoM-Christian on 2024-03-19, 12:34Actions 0.08
To accomodate the skirmish move of troopers and closing up for melee, I decided to create these two Actions:
[DISPERSE] - Allow normal sized Models in a Unit to spread out and have up to 2 cm distance between Models. This dispersed formation adds 1 to Armour against missiles, but subtract 1 from Morale. If a Unit is in [DISPERSE] and wants to [CHARGE], a [RALLY] Action must come prior. Models in [DISPERSE] have no Rear or Flanks.
[RALLY] - Normal sized Models in a Unit must be within 1 cm of its other Models to [CHARGE]. Models in a Unit have Rear and Flanks.
Actions 0.08
To accomodate the skirmish move of troopers and closing up for melee, I decided to create these two Actions:
[DISPERSE] - Allow normal sized Models in a Unit to spread out and have up to 2 cm distance between Models. This dispersed formation adds 1 to Armour against missiles, but subtract 1 from Morale. If a Unit is in [DISPERSE] and wants to [CHARGE], a [RALLY] Action must come prior. Models in [DISPERSE] have no Rear or Flanks.
[RALLY] - Normal sized Models in a Unit must be within 1 cm of its other Models to [CHARGE]. Models in a Unit have Rear and Flanks.
Quote from IoM-Christian on 2025-01-08, 21:15Actions 0.1.1
Changed [RALLY].
Removed [DISPERSE].
Removed [SNEAK].
Removed [RELOAD] as gunpowder [MODEL] in a [UNIT] reloads with [ACTION].
Actions 0.1.1
Changed [RALLY].
Removed [DISPERSE].
Removed [SNEAK].
Removed [RELOAD] as gunpowder [MODEL] in a [UNIT] reloads with [ACTION].
Quote from IoM-Christian on 2025-01-14, 22:01Actions 1.0.0
Each weapon has its own missile range and the closer the more deadly and the farther the more inaccurate. So for each missile weapon there are these AIM modifiers:
- 0-25%: No penalty
- 26-50%: -1 to hit
- 50-75%: -2 to hit
- 75%+: -3 to hit
Units moving and shooting in the same Round gains a -1 AIM penalty.
Its now CHARGE and not MOVE that has a reduction of 1 CM per Armour, Barding & Shield (ABS) amount
Actions 1.0.0
Each weapon has its own missile range and the closer the more deadly and the farther the more inaccurate. So for each missile weapon there are these AIM modifiers:
- 0-25%: No penalty
- 26-50%: -1 to hit
- 50-75%: -2 to hit
- 75%+: -3 to hit
Units moving and shooting in the same Round gains a -1 AIM penalty.
Its now CHARGE and not MOVE that has a reduction of 1 CM per Armour, Barding & Shield (ABS) amount
