Movement is
factored by base size - I know that seems weird, but it’s that way for a
reason. People like to base miniatures in different ways. My style is different
to my friend Simon Quinton, who bases differently to my other mate Tony Yates.
Even though
basing and movement are tied in together, it’s done in such a way that basing
is a "range" of sizes - so actual basing has no real effect on the
rules or game play – although it is recommended that all the players in a group
base their S.D.Z.A. miniatures in the same way, as it can affect line of sight
and cover. So it’s better if everyone is on the same footing.
By Base Size
– up to 30mm Base – 2” Basic Move Small and Medium Miniatures – Human Sized or
Smaller (Men, Raptors, Morlocks, Carrion and the like), smaller Dinosaurs such
as Velociraptors.
By Base Size
– up to 40mm Base – 3” Basic Move Medium Large
sized Miniatures – Ogre Sized Mutants, Tigers and other Big Cats, Ranger Bikes,
Utah-Raptors and other Deinonychus sized Dinosaurs.
By Base Size
– up to 50mm Base – 4” Basic Move Large Sized
Miniatures – Mechs and Walkers, Dinosaurs such as the Parasaurolophus and the Ceratosaurus.
By Base Size
– up to 60mm Base – 5” Basic Move Bigger Sized
animals such as - Adolescent Dinosaurs, and Larger Carnivores such as the
Allosaurus.
By Base Size
– up to 80mm Base – 6” Basic Move The bigger
Carnivores and Herbivores - Tyranosaurs, Tricerotops, Styracosaurus etc.,
Smaller Vehicles (Land Rovers etc.)
By Base Size
– anything bigger than an 80mm Base – 8” Basic Move Everything
Else - Spinosaurus, Brontosaurus, etc - When a Model or Miniature is too big to
be based - its base size is considered to be the LONGEST EDGE in MM.
Vigour - how
much do things cost
It
"depends" is the actual answer, but lets look at some individual Vg
point costs.
The cost of
any given action, is on the S.D.Z.A. Actions Table – note, as specified in
Episode I of the Grand Illusion these actions may be performed in any order –
however an exception to this is when a Miniature is locked in close combat it
may NOT fire a weapon.
Movement
Actions generally cost 1 Vg point to move your "basic move", meaning
faster/larger creatures cover ground really fast (watch out for Raptors and
Primes with the Speed Power Trait).
Attacking in
Close Combat with a Weapon is dependent on Base Size - to the Base Size Cost,
the Weapon Grade is generally added to the Vg Point cost to attack.
Attacking in
Close Combat 'unarmed' has a higher base cost, generally 1 point more than the
Base Cost when using a Weapon - but the Grade of the Attack is not "added
in" so it is cheaper.
The way the
system works is that bigger creatures generally have fewer attacks but do a lot
more damage per attack - representing the fact they are generally slower, but
more powerful.
Shooting
weapons Vg Points cost is factored in, so you only ever pay the
"Grade" of the attack.
Active
Traits - such as Prime (Super) Powers have specific Vg Point costs attached to
them.
The R.R.T.
(Retro Resistance Table)
Old School
RPG'ers and Wargamers will find this familiar - a good old fashioned resistance
table. As I mentioned in Episode I - all Tasks are resolved with a 2D6 Roll.
Once the
controlling player has declared the action and spent the Vg points - look up
the two opposing Numbers on the resistance table (see below) – and the number
that tells you what the controlling player needs to roll (equal to or more) on
2D6 in order to successfully complete the action. If you roll lower than the Target Number -
the Action Fails, and even in the Event of a Failed Action - the Vg Points are
still spent.
Combat &
the R.R.T.
When making
a Close Combat Attack - Cross reference the attackers & defenders Alacrity
on the Resistance Table. If the defender is prone, the attackers Alacrity is
considered 2 points higher.
Roll 2D6 vs.
the number generated by the Resistance Table.
Simples
really.
Ranged
combat follows a similar pattern - Choose your Attack type, and spend your
Vigour Points to attempt an attack.
Cross
reference the attackers & defenders Alacrity on the Resistance Table. If
you are within 12” and shooting at a prone miniature, your Alacrity is
considered 2 points higher. If you are over 12” and shooting at a prone
miniature, the miniature is considered to be in cover.
Roll 2D6 vs.
the number generated by the Resistance Table.
If some of
the Miniatures body being fired upon is behind cover (arms, legs, and heads
don’t count) and it is mounted on a Base sized 40mm or smaller, then it is
considered to be in cover there’s a +2 Penalty to
the Target Number.
It's also
important to note that Large Miniatures – those based on 50mm or larger bases
may never claim cover - they are too big/slow/cumbersome to do so.
There’s a
little more detail to shooting - but I shan't go into excessive detail in the
Grand Illusion, as it’s meant to be a "taste" rather than the actual
ruleset.
In the next
Grand Illusion - Traits, what the cover and what they don’t!
No comments:
Post a Comment