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09/07/09(Mon)21:15 No.5766391>>5766251 here
Currently the rules only apply to NEXTs, but with small tweaks it could include Normals/ACs, MTs and other combat vehicles easily.
Combat takes place on a hex-grid map. Turn structure takes place over three phases, movement, combat, damage. Phase 1 happens with player 1 moving ONE of his his units, then player 2, then player 1 again, until all units (likely not many) have moved. Player 1 is at a disadvantage here (player 2 can react to his movement) so they take it in turns over the course of the game to move first.. Then player one attacks with his units, then player 2. All attacks take place simultaneously, so it does not matter who goes first. Destroyed units are not removed until the very end of the turn, as movement and combat is meant to occur simultaneously.
NEXTs all possess the following statistics, which are determined by the parts they're made up of (a very simplified version of NEXT creation from the games). Maneuver: Slow NEXTs have a MAN of 2, while fast ones have a MAN of 4. There are two uses for MAN. Firstly it determines how many free hex-facing-turns the NEXT gets in a movement turn, over the course of their entire turn. Going above this costs movement points. Secondly, this determines the NEXTs 'dodge'. Dodge is used in combat rolls.
Movement: Slow NEXTs have a MOVE of 8, while fast NEXTs have a MOVE of 12. An average MOVE is about 10. MOVE is used in three ways. Firstly, it is used to move from one hex to another at a cost of 1 MOVE per hex. Secondly, if all MAN has been used it can be used to turn further hex faces. Thirdly, MOVE can be sacrificed to increase the NEXT's dodge total to up to twice their MAN rating. For example, a NEXT with a MOVE of 10 and MAN of 3 can sacrifice three movement (meaning they can only move 7 hexes) to increase their dodge total to 6.
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