Sunday 9 August 2015

The Grand Illusion - Episode II

Yesterday I discussed how Vigour is used for both 'hit points' (for want of a better term) and action
points, and also covered how damage affects a models ability to perform actions as they get damaged - and therefore have fewer points to spend on actions as they get weaker (except for a few exceptions like Heroes and thick-skinned Dinosaurs).

Today we will take a look at Actions and Activations.

ACTIVATIONS

S.D.Z.A. is a game of alternating activation - at the start of each turn, both players roll for First Position, this is a 1D6 roll vs your Opponents 1D6 Roll - the winner (known as the First Position in the rules) activates a Miniature first; moving, shooting, attacking etc. – when the First Position has finished the turn is passed over, and the Second Position Player then activates a Miniature; moving, shooting, attacking etc. – and the turn passes back to the First Position Player.

This process is repeated again and again, passing the turn back and forth – activating and reacting till all Miniatures and Units on both sides have spent their Vg points and neither Player can make any further moves/actions.

When this happens, a new Turn Begins – and both players once again roll for First Position.

This is repeated for the requisite number of Turns (a standard non-scenario game is 1D3+5 Turns) when that turn limit is reached – the game ends, and O.P’s (Obliteration Points in non-scenario games and Objective Points in scenario based games) are calculated to determine the winner.

If one player finishes his allowable activations whilst the other still has miniatures left unactivated - the player with activations left has a choice to make.

He can either take advantage now, activating all his miniatures one at a time till all his miniatures have seen action in some way for that turn. OR he may choose ONE of the Miniatures left to be activated and may start that Miniature in "Overwatch" at the start of his next turn - the Miniature declared in Overwatch must be clearly marked with an overwatch counter, BEFORE First position is rolled for.

This CAN be forced by 'Passing Over' a miniature and declining to activate it, but (of course) you then run the risk of that Model being seriously injured (or even killed) before the next turn has even begun!

Overwatch has already been alluded too in the previous section (and will be covered in a little more detail below) - but what about other actions?

Other than using active Traits (there are two types of Trait - Active Traits which you have to 'use' during play, either by spending Vg points or making a roll - sometimes both. Passive Traits, that have no cost and are always 'on) - there are plenty of options for your Miniatures when activated.

Before we go into Actions properly, we need to look at Rolling Dice in S.D.Z.A.

S.D.Z.A. uses a full range of dice - D4, D6, D8, D10, D12, & D20 - D100 (or percentile dice) are rarely used - only for random events and campaign use, so I'm going to ignore them for now.

Weapons are broken down into Damage Grades, and each Grade increases the Damage step. A Weapons Grade is also the number of Vg points it costs to use that Weapon as part of a Miniatures Activation.

•             Grade 0 – D3 Damage
•             Grade 1 - D4 Damage
•             Grade 2 - D6 Damage
•             Grade 3 - D8 Damage
•             Grade 4 - D10 Damage
•             Grade 5 - D12 Damage
•             Grade 6 - D20 Damage

Grade 6 / D20 Damage is as high as you can go, but Damage in close combat is also Modified for High Physique vs Low Physique (which I will go into more detail for the next Grand Illusion).

When dodging, using Stats or Traits - making ALL kinds of tests, or rolling to hit with any type of Weapon – 2D6 is used, with target numbers being generated by a resistance table.

When rolling to hit with a Firearm – a roll of 2 or 12 might mean the Weapon is out of Ammunition, or Jammed in some way – and needs to be reloaded or cleared (see Clear Jam or Reload later on).

If a 2 or 12 is rolled – roll a further D6, if the D6 roll is equal or lower than the Weapon Grade – it has indeed either run out of ammunition or suffered a malfunction in some way and it needs to be dealt with.

OK, now we have those basics explained - onto Actions.

ACTIONS

When a Miniature is activated, it may move, make attacks (via weapons or traits) or can be placed in Overwatch.

An Individual or Unit may perform its actions in any order providing they have enough Vg points to spend –

Move – Fire a Weapon – Then Move Again

Fire a Weapon – Then Move – Then Fire Again

Fire a Weapon – Then Move into Base to Base – Initiate Close Combat

Each action must be resolved fully before the Miniature spends any remaining Vg Points on further actions. Miniatures are ONLY limited in what it can or cannot do by the number of Vg Points it has to expend at any point during the game – this is an important concept dont forget, as Vigour is also the measure of a Miniatures ability to take Damage.

Other Actions

Blocking or Parrying
Any miniature armed with a Sword, Staff, or a Rifle – may attempt to block or parry an armed close combat attack – IF they have Vg Points left to spend. They may do this as many times as they wish, but it costs 1 Point each time they attempt it – even if they fail.

Dinosaur’s may not Parry or Block, and non-dinosaurs may not Parry or Block the Attacks of Dinosaurs that are more than twice their height on the table – due to the size and weight of such an attack.

Leave/Withdraw from Close Combat     
If you are still standing, and have Vg Points left to spend – you may attempt to Leave/Withdraw from Close Combat.

This may be attempted even with Miniatures bigger than you, but then there is a cost in Vg to do so (its free vs Miniatures of the same size or smaller).

Take an Aimed Shot
You may only take an Aimed shot during regular activation, not during Overwatch and it costs extra Vg to do so.

Overwatch
Declaring Overwatch has to be a miniatures first action, it cannot move – and then declare it afterwards – Overwatch must be its first action. Only one miniature can be declared as being on Overwatch each side per turn.

Once Overwatch is declared, the miniature is marked with an Overwatch Token – and any further actions are suspended until it activates. This activation can take place at any time – even interrupting another miniatures activation, providing that miniature is ACTVATED within 8” and can be seen by the miniature that was placed in Overwatch

If a miniatures Actions take it within 8” of a miniature placed in Overwatch, and can be seen - the Miniature in Overwatch still activates, but the Miniature whos Actions 'triggered' the Overwatch response gets to finish its activation uninterrupted.

Overwatch is declared, and the Activated Miniature spends Vigour Points and performs Actions as Normal - but please note, a miniature performing its Actions as part of an Overwatch Activation CAN NOT be interrupted by an enemy miniature that’s also been placed on Overwatch (phew).

Clear Jam or Reload       
When rolling to hit with a Firearm – a roll of 2 or 12 might mean the Weapon is out of Ammunition, or Jammed in some way – and needs to be reloaded or cleared (see Clear Jam or Reload later on).

If a 2 or 12 is rolled – roll a further D6, if the D6 roll is equal or lower than the Weapon Grade – it has indeed either run out of ammunition or suffered a malfunction in some way and it needs to be dealt with.

Lifting or Throwing Objects
When lifting or throwing, use the resistance table (which will be covered in the next Grand Illusion)
– you may only attempt to do this once per activation, if you fail you fail - but may try again later.

Passing Over
You may choose Passing Over as a Miniatures activation, it must be its first action, it cannot move – and then declare it afterwards – Passing Over must be its first action. Only one miniature can be declared as being Passing Over each side per turn.

Morale Tests
In S.D.Z.A. Basic, Factions fight till a scenario ends – even when run down to the last man. HOWEVER there are certain Morale Tests that need to be made generally vs. Carrion Fear and Dino-Terror.

Knocked Down/Lying Down/Toppled
There are situations that result in Miniatures being placed on their side (for whatever reason -Knocked Down, Lying Down because of Regeneration, or Toppled by a Sonic Weapon) must then stand up.

Miniatures that are Uninjured, Heroic, or Inorganic may stand up for free.

Models that are injured must take a test of Physique vs a Difficulty of 8, if they pass they may stand up for free. If they fail, it costs 1 Vg point to stand up.

OK, that’s MORE than enough information for today I think - I know it seems a lot, but it plays really quickly honest LoL!

In the Next "The Grand Illusion" - Vg (Vigour Costs), Movement and Base Size, and the RRT (Retro Resistance Table)


T.T.F.N!


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