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* Crossfire  Unit must have members in squadron in both from and rear arcs of target ** Close Formation  Unit must have one more friendly unit in close.

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Presentation on theme: "* Crossfire  Unit must have members in squadron in both from and rear arcs of target ** Close Formation  Unit must have one more friendly unit in close."— Presentation transcript:

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2 * Crossfire  Unit must have members in squadron in both from and rear arcs of target ** Close Formation  Unit must have one more friendly unit in close formation that his Gunnery skill to receive this bonus ***Attack From Rear  Attacking unit must be in rear arc of unit it is attacking **** Electronic Attack  Target unit must have been designated to have the strike Suite to be affected (see rules) ***** Light Cover  Consists of trees, billboards, light structures (see rules) ****** Heavy Cover  Consists of Cement or Brick buildings or heavy tree cover (see rules) $ Accurate  +1 bonus to strike in ranged combat if the figure attacks without having moved or turned during the Movement Step of its Activation that turn $$ Advanced Reconnaissance Suite  Strike bonus is given to all units within 12 units of unit with the suite when activated Anti-Missile Fire Units can either use Anti-Missile OR Attempt to Dodge – not both With missiles with Anti-Missile Trait 4+ and costs one Ammo point With direct fire weapon system with the Anti-Missile trait 5+ With direct fire weapon system without the Anti-Missile trait 6+

3 Special Traits Afterburner – Must make a secondary movement during the Resolution Step of its activation. At the beginning of this secondary movement, the figure may make a single turn of up to 90 degrees to the left or the right. The aircraft with Afterburner must then move a distance equal to its full SPD attribute in an absolutely straight line. Aircraft – A figure with the Aircraft ability may only make a single turn of up to 90 degrees to the left or the right before it begins its movement. The aircraft must them move in an absolutely straight line in the direction that its “nose” (the exact center of its front 180 degree arc) is pointing. The aircraft must move at least half its SPD in inches (up to its full SPD) during the Movement Step of its Activation. Battloid Restriction – When a Valkyrie is in Battloid mode, its Wing Mounted Articulated Missile Hardpoints cannot be fired. Cumbersome – Rough Terrain is treated as Deadly Terrain by this figure, for purposes of movement only. Fast Mover - Due to the figure’s raw speed, the pilot only has enough time to fire a single weapon system each turn. Command Points cannot be spent to allow the figure to fire additional weapon systems. Note: Even the Valkyries GU- 11 Gun Pod is limited to just a single attack for the turn, losing its Rapid Fire special ability while the Valkyrie is in Fighter mode. Flight – A figure with the Flight ability ignores any movement restrictions or penalties from terrain, and may move freely over other figures, scenery pieces, buildings and other structures. Focus Fire – A figure with Focus Fire may fire only one additional weapons system for FREE (no Command Points) provided it did not move during the Movement Step that turn. Hands – Some figures have hands. They can grab and use weapons in hand to hand combat and climb vertical heights. The figure’s controlling player may spend one Command Point to have the figure climb up or down a vertical surface (a cliff face or side of a building) taller than the figure during the course of its movement. Hover –Any figure trying to attack the hovering figure with a ranged attack suffers a -1 penalty to Strike. A hovering figure isn’t actually touching the ground, so it treats rough terrain as open terrain for purposes of movement. Although a hovering figure may ignore rough terrain, it cannot ignore vertical surfaces taller than the figure unless it has some other special ability allowing it to do so. Jettison – Figures with this ability start with a special “modular upgrade” such as additional armor, booster rockets and weapon systems are attached to a standard figure to give it extra punch. Leadership -- All figures with Leaderships add the value of their Leadership to the total number of Command Points that they army gains each turn. So a figure with a Leadership of 2 adds two points to its army’s Command Pool as long as that figure is on the board. Leap – Once per turn, while performing its movement a figure with this ability may make a single Leap. The Leap can be made at any point in the movement, and can cross a single distance up to the figure’s regular SPD attribute in inches. Note: The figure distance of the Leap cannot be increased by the use of Command Points spent to boost its SPD, no additional Leap can be gained. Life is Cheap – Figures with this ability do not generate any Command Points toward their player’s Command Pool for his army each turn. When figures with Life is Cheap are engaged in hand to hand combat with an enemy figure, they do not prevent other friendly figures from firing ranged attacks into that hand to hand combat, because of Life is Cheap. Finally, should a figure with the Life is Cheap ability e blocking LOS to a target of a friendly figure from another squadron, that friendly figure is free to attack and destroy the figure with the Life is Cheap ability (even though it is a friendly figure) in order to clear the LOS to the desired target. The ranged attack against the figure with the Life is Cheap ability is performed in the normal manner. Of course, since both are attacking and target figure belong to the same player, there is no need to pay Command Points to Dodge or Roll with Impact. Note: These are the only situations in which a figure can attack a friendly figure with the Life is Cheap ability. Hand to hand attacks against friendly figures are not possible. Variable Modes – When a squadron of figures with this ability is activated, its player may have any or all of the figures in the squadron switch modes during the Activation Step of its activation. For Valkyries, the available modes are: Battloid (see Battloid Restriction), Guardian and Fighter. It is NOT necessary for every figure in a squadron to be in the same mode during the game, and each figure is free to switch to any of its modes regardless of what the others switch to, but each figure can change modes only once per turn. At the beginning of the game, you much choose which mode the all of the figures in a squadron will start in. They must all start in the same mode, but they may switch modes during their first activation of the game. Zentraedi Infantry – Zentraedi Infantry are not mechanized figure (mecha) in the truest sense of the word, but are giant Zentraedi Warriors in MDC body armor. Zentraedi Infantry have a Physical (PH) attribute instead of a Piloting (PIL) attribute, and cannot spend Command Points to boost their SPD during movement. In all other ways, the Zentraedi Infantry operate the same as all other figures, using their PH attribute instead of PIL when the piloting attribute is called for by the rules. Call for Reinforcements – The Glaug may bring back any destroyed figures with the Life is Cheap ability. The figures must be within its LOS, be part of its squadron, and have been destroyed during the turn. Figures destroyed and meeting the above criteria are set aside for reinforcements during the turn as they may be returned to gameplay. The player may bring in one figure per Command Point spent from the pool of destroyed figures back into the game and place the figure anywhere on the edge closest to its squadron and within his initial deployment zone. This is done at the end of the turn after all squadrons have been activated. Recovery and Salvage - Figures with Recovery and Salvage Trait such as the Quel-Gulnau extend the Call for Reinforcements normal 8 inch range for setting aside destroyed figures with Life is Cheap to 12 inches. The figure must stay within Close Formation (2 inches) of the figure with Call for Reinforcements.

4 Weapon Traits Accurate - +1 bonus to strike in ranged combat if the figure attacks without having moved or turned during the Movement Step of its Activation that turn. Ammo – A weapon system with ammo may only be used to attack a number of times equal to the number listed after Ammo (e.g. “Ammo 3”). When a figure attacks with the weapon system, the player must mark off one of the ammo boxes for that weapon system on its Force Card. Anti-Missile –These Anti-missile weapon systems only need roll 5+ (with no modifiers) to shoot down incoming missiles, including missile volleys it does so at NO cost in Command Points. Weapons systems with both Anti-Missile and Missile special abilities are, themselves, missiles designed to shoot down other missiles. As such, they are even more efficient at it than other Anti-missile weapon systems, requiring a roll of 4+ (with no modifiers) to shoot down incoming missiles, including missile volleys. This is also done at NO cost in Command Points, but uses a point of the weapon system’s Ammo supply. Blast –When a figure makes a Blast attack, the roll to Strike is made as normal to see if it hits its intended point of impact. If the attack successfully Strikes its target place the Blast template (the 5 inch diameter template provided) centered over the target figure or structure. Any figure (friend or foe), building or other structure caught under the template takes the full MD of the weapon system, even if its base is only clipped by the edge of the Blast template or is barely touched by it. ALL figures caught within the area of the Blast attack have an opportunity to Dodge. All figures hit by the Blast attack may also Roll with Impact to reduce the MD the attack will inflict before applying the final MD to that specific figure. Buildings and other structures within the Blast area take the full MD of the attack with no way of reducing the MD. Successfully Dodging a Blast attack, by either the original target, or any other, does NOT cause the template to scatter If the attacking figure fails to Strike its target during the Roll to Strike step, place the template (a six-sided star with points equally spaced around its outer edge) centered over the target with the direction marked 1 pointing in a straight line away from the firing figure. Roll a D6 to determine which direction the template will scatter, as per the directions indicated on top of the template. Then roll another 2D6 and move the center (the whole in the middle) of the Blast template a number of inches in the indicated direction equal to the result rolled. A Blast cannot scatter a longer distance than the attacking figure’s range to the target. Blast Cont. ANY number of figures under the Blast template may attempt to shoot down the Blast Missile attack at the normal Command Point cost per figure. However, even if a figure attempts to shoot down an incoming Blast uses a weapon system with the Anti-Missile ability, it is only successful if it rolls a 6 on the Anti-Missile roll. Fly Over – Gravity bombs and similar dropped ordnance can only be used against a target that the attacking figure has flown/moved directly over during the Movement Step of its Activation. Place the Blast template over the target figure of the Fly Over attack and complete the movement of the attacking figure. If the attacking figure completely clears the Blast template during its move, then a normal Blast ranged attack is performed. If it cannot clear the Blast template, then the Fly Over attack cannot be made. Inescapable – Inescapable attacks cannot be Dodged. Missile hits may still be shot down (see the Missile special ability below). Indirect Fire – Indirect Fire attacks may fire over intervening terrain and attack targets to which the attacking figure cannot draw Line of Sight, as long as another friendly figure in the firing figure’s army has Line of Sight to that target. Cover penalties do not apply to any attacks made with Indirect Fire weapons systems. Missile - When shooting down a volley of missiles, a successful roll only eliminates those missiles in the volley that are targeting the figure trying to shoot them down. Note: The figure can only make a single attempt to shoot down a specific missile volley, regardless of the number of weapon systems the figure may have (including Anti-Missile weapons systems). Overwhelming – Overwhelming attacks are so powerful that the target cannot perform a Roll with Impact to reduce the MD that it will receive from a successful hit. Rapid Fire – Rapid Fire weapon systems may be fired one additional time each turn, during the same Combat Step. The additional ranged attack made with a Rapid Fire weapon system costs one Command Point, just like attacking with another weapon system. Rear Fire - Weapons systems with Rear Fire may be used to draw LOS to, and attack, enemy figures that are in the rear 180 degree arc of the figure. Rear Fire weapon systems can also be used to attack through the front 180 degree arc, as normal. Split Fire – When a weapon system with the Split Fire ability is used, the player may opt to equally divide the MD of the weapon system in order to target and attack two different enemy figures simultaneously. The two Split Fire attacks still only count as a single use of the weapon system. Salvo - Weapons with the Salvo ability may choose to double the MD of their attack. If the player chooses to use this ability the weapon system cannot be used during the next turn of the game, and doubling the MD also expends two points of ammo when used. Volley – Weapon systems with the Missile special ability may also have the Volley ability. This is the number of missiles fired in each volley (typically 4 for UEDF units or 6 for Zentraedi units). Such a volley is a set number of missiles that are fired as a group, and reduced the missile weapon system’s available Ammo by one (in this case, each point of Ammo actually represents multiple missiles). The volley of missiles can all be used against a single target, or divided up between that target and any other enemy figure within 2 inches of the original target. At least one of the missiles must target the original target figure. LOS to any secondary target(s) is not required, but if there is no LOS, then the roll to Strike the secondary target(s) is performed at a -3 penalty to Strike in ranged combat, as those missiles break off and seek their individual target(s). The missile volley must be divided up as desired by the controlling player before any rolls to Strike are made. Then a roll to Strike for each missile is performed separately as normal, including any appropriate bonuses or penalties to Strike, with each missile dealing its full MD it its specified target provided the roll to Strike was successful. While separate rolls to Strike are made for each missile, all of the missiles that hit from a single volley are treated as one attack. Therefore, attempting to Dodge or Rolling with Impact is done versus the total damage of all of the missiles in the volley that strike the target, not each missile individually. If a figure does wish to Dodge a volley attack, its Dodge roll must equal or exceed the highest roll to Strike of the missiles that hit it to be successful. When a figure is hit by 4 or more missiles from a single volley, that missile volley becomes Inescapable and cannot be Dodged. If a target makes a successful Dodge against a missile volley of 3 or fewer missiles, the figure successfully Dodges all the missiles that struck it from that volley! Volley (X) - Some weapon systems are able to fire either a single or small volley of multiple missiles at a time. When a weapon system with a Volley (X) special ability is fired, its player may opt to use up multiple points of Ammo to create a Missile Volley X, with the X representing the amount of Ammo the player decides to expend. Such a missile volley is treated as having the Volley ability.


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