anyway.



thread: 2007-06-04 : Attention Paktalist Dogs

On 2007-08-14, dmq wrote:

this may be a bit long, but, here are the rules for my game:
if you have any questions, please post them here.

here you are:
Game

Rules
This is a turn-based strategy game. It is played on a floor or flat surface at least 2??? by 4???. The object is to eliminate the other players??? forces or whatever the players agree on. Each player can move his/her units the designated movement, in inches, for each particular unit, roll for jump-jet move, if applicable, and fire all its weapons the allotted amount of times per turn.
Turns phases: 1: Move. Players may move all their units the allotted inches per unit.
2: Jump-jet. Players can, if possible, move all their units further by use of jump-jets. To do so, roll a die (or two, depending on the strength of the jump-jets.) The number shown on the die is the number of inches the unit being rolled for can move, horizontally. Jump-jets allow you to move upward also, which does not affect the move horizontally.
3: Attack. Players fire their units??? weapons to damage and destroy the enemy units so as to achieve victory.

Before a game, the players agree on an objective (destruction of enemy forces, capture a flag/ area, etc.) and a maximum point value of the teams. This point value dictates the size and power of the forces that the teams are restricted to. All mechs are valued at 1 point.

Terrain
Terrain blocks most movement except for that of jump-jets.
Blocking terrain, such as buildings and high walls, blocks all attacks. If a unit is partially behind blocking terrain, it counts as partial cover (see below,) but he can only fire the weapons outside of the cover.
If and when a mech is destroyed, it stays on the field.
Partial cover partially blocks objects behind it or in it. Examples of partial cover are picket fences, sandbags, and thick plants. This gives a +1 defense bonus.
Elevated terrain gives the same rules as partial cover. Units with jump-jets can ascend and descend from elevated terrain, while units without them must ???use the stairs.???
Units can climb over small imperfections in the ground or low walls, as well as walls with footholds such as climbing walls or rock walls by using the rule that one inch of upward movement is equal to one inch of forward movement.

Leaders
If you have 3 or more units on your team, you assign a leader. If the leader is killed, roll one die. If it is a one or a two, the team fails the morale test and moves back its full move, including jump-jets. If it is a three or a four, nothing happens and play continues as normal. If, however, it is a five or six, the team goes into a battle rage. It gets another attack immediately, with a -1 modifier on the attack rolls, in addition to a move that must be in a forward direction.

Electronic equipment

Stealth generator:
Cut your damage point value in half. Remove weapons if necessary. enemies roll a 4+ die to see you, and, thus to attack you, if within 12???.

Smoke launcher:
When activated, all attack to or from a 6??? radius of the firer suffer a -1 attack roll. smoke launches dissipate the next turn and can???t be used until the turn after that.

Scope:
If you have not yet moves, add one to the attack roll of the weapon equipped with the scope. This attachment cannot be placed on a weapon with a range of 8 inches or less.

Shield:
Not really electronic, but???
A shield may be used to block damage from weapons. When weapons are fired at the bearer of the shield, roll a die and subtract two from the result. This number is the amount of damage blocked. Mechs equipped with a shield only have 3 damage points.

Jump-jets:
See turn phases.

Mech:
Damage points: 6
Armor: 6
Move: 8???
Roll to hit: 4+

Definitions:
Unit: The general term for an element of a person???s force.

Jump-jet: The ???Jetpack on a unit that allows it to achieve flight for short periods of time in order to move farther or to reach elevated terrain.

Point Value: A numerical term, x, for a unit???s worth and importance.

???Mech: A 10-20 foot tall machine controlled by a pilot, usually fitted with weapons and jump-jets in order to achieve greater destruction.

Terrain: Any item on a plane of land, whether it be natural or artificial.

Blocking Terrain: A piece of terrain that fully clocks attacks aimed at it.

Partial Cover: A piece that partially blocks attacks going through it. Units behind partial cover gain defensive bonuses.

Elevated Terrain: A terrain piece that, when one is on top of it, gives a height defensive bonus.

Leader: A commander or leading unit of a force.



 

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