![]() ![]() LOS is determined by plotting a line from the center of both ‘Mech figures. The Weapon Attack Phaseīefore describing combat, players will need to determine if Line-of-Sight (LOS) is present for an attack and declare their attacks. For example, if the Wolverine with Jumping 8 wants to Jump 3 hexes away from its current position into Heavy Woods, that will cost 5MP (3 for the distance, +2 for Heavy Woods). This is in addition to the 1MP cost to move per hex. Light woods cost +1 MP to move into and Heavy woods cost +2MP. ‘Mechs may not walk, run, or jump through a hex occupied by another ‘Mech, although they may jump over an occupied hex if they have Jumping MP points and change facing at no cost. ![]() ![]() A ‘Mech may change the direction it is facing at a cost of 1MP per change of hex side. A ‘Mech may only move forward into a hex it is facing… or backwards to the hex directly behind it. Each movement type comes with penalties applied to both attacker and defender during combat that will be explained later.Ī ‘Mech always faces one hex side (giving a total of six possible facings), and this determine firing arcs for weapons as well as forward and backward movement. This means it can walk up to 5 hexes, run up to 8, and jump up to 5. The Wolverine WVR-6R, for example, has Walking 5, Running 8, and Jumping 5. (Unused MP points are lost at the end of the Movement Phase.) That value represents the maximum distance (in hexes) that the Mech may choose to move when selecting that Movement Type. (Note: Not all Mechs can Jump.) Each ‘Mech’s Record Sheet indicates a MP (Movement Points) value for Walk, Run, and Jump. ‘Mechs have four options: Stand Still, Walk, Run, or Jump. During this phase, weapons are fired, hits/misses are determined, and any damage is assessed.Īfter the Weapon Attack Phase for the Initiative winner ends, a new turn begins and players roll for Initiative again.
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