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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