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 Post subject: Play test
PostPosted: Sun Feb 05, 2012 2:45 pm 
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MiniWarGaming Crazed Zealot

Joined: Wed Jul 27, 2011 4:21 pm
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Dark Potential
play test

Play tester: William Edmonds

Notes:
” means for unit

Start up:
Player 1 will place a piece of cover and then player 2 to will place one too. This will continue until all cover is place follow cover placement. A player can choose not to place cover.
Next both players will roll 2d6. The player with the higher value of the two rolls can pick between having the first phase or which side to play from.
The player that get to pick side will deploy his/her squad at the top or bottom within 3 hexes of the edge.

Cover placement:
There is a limit to the cover can be placed.
A cover group is made when cover is with limited range to another piece of cover
A maximum of 5 pieces can be used to make a cover group
Heavy cover within 5 units of cover then it is apart of the same cover group.
Only two heavy cover can be apart of the same cover group
Heavy cover pieces in the same cover group can not be place ay an angle to a adjacent heavy cover
Light cover within 3 unit of another hex is apart of the same cover group
Heavy cover can not be placed within 6 unit of the top or bottom

Basic Turn
Each player takes turn activating one squad. A squad can only activate once per turn.

Basic phase
A phase is when a single squad is activated. During a phase a squad can have two actions or use the entire activation for one task like entering into overwatch. A squad can only attack enemies once per activation.

Squad behaviors
Controlling a squad with more than on member has some factors to be conceder.
All member of a squad can not be more than 2 hex from another member of the squad
The squad will move as a single group.
A squad member can be facing a different direction than the rest of the squad
One member of the squad member will be call the squad leader. The Squad leader will be the over watch angle to work with. For power only the Squad leader need to be in range. If the Squad leader is remove from play pick another squad member to become the leader.

Movement:
Unless otherwise told it take one mp to move on unit.

Facing
Each member of a squad member is will face one of the hex lines from this point that side will be called front.
A squad member can join the squad shooting and target with in the front or the next to line adjacent to the front.
The hex lines not in the front is in the rear
Changing where a squad member face does not cost anything to change.
Squad Member can be facing a different direction unless they are performing an overwatch.

For example:
A squad member is facing side 1 so side 6 is to its left and side 2 is to it right. This mean the front is of the squad member is 6,1,2. This also means that 3,4,5 is the rear of the squad member.

Line of Sight
In order for a squad to attack the enemy they need they can reasonable shoot through.

For all rolls:
If the number needed to roll is higher that what is possible then the roll fails every time.
If the number needed to roll is lower than all the rolls then the roll succeeds every time.

Combat angle
In order to attack a squad must have an effective combat angle. A combat angle is path that the attack would take place. Even if the attacking model does not see the target as long as the combat angle still work the attack can happen.

Example:
Let say Squad A1 is shooting through trees at Squad B1. If they trees are to acts as a terrain zone. Even if the trees block view of some or all of Squad B2, Squad A1 still has an effective combat angle.

Example:
Let say Squad A1 is shooting through trees at Squad B1. Also Squad B1 can not be seen because of cover. Squad A1 still has an effective combat angle.

Range:
Unless stated the combat angle is a straight line. Of allies are between the attack and target then combat angle is not possible. If Enemies is fighting an ally squad then range combat angle is not possible.

Area:
Unless otherwise stated area attacks are arcs. Area combat angle can not happen if the attacking squad have object over them. The combat angle also ends as the highest object where area attack hits

Melee:
Attacking melee unit must be in base to base contact with target or base to base with a squad member that is in base to base contact with target. If ally squad is in melee combat with enemy, melee combat angle is still possible.

Range attack
offense player add his/her roll to the current offense of the squad. That means the player add his/her roll 2d6 + offense squad’s shooting Skill + size of attacking squad
possible hits is the result of the lest step minus defender’s current Defense. This includes the squad defense stat and any cover.
The number of possible hits can not be greater than the size in the squad.
The number of d6 the attack get to roll is equals to possible hits times rate of fire (RoF) of weapon.
hit(s) happen when roll is greater than or equal to target’s armor minus attack’s gun strength.
The defender then remove the number hits from the single defending squad. If the squad is smaller than the number of hits then the remaining hits does not carry into any other squad.

For example:
A squad of 5 soldiers want to range attack another soldier squad that is behind light cover.
Squad soldiers of 5 fires.
The offense player rolls a 12.
The soldiers’ shooting skill is 2
The offense squad size is 5
Total result is 12 + 2 + 5 = 19.
Compare to Defending solder squad current defense
The squad defense state is 10
defending squad is behind light cover so that is a 3
the possible hits are 19 – 10 - 3 = 6
6 is greater than offense squad size of 5 so the value is now 5
The rate of fire of the offense squad’s weapon is 2
Possible hits are 5 * 2 = 10
the offense player will then roll 10 d6
the defender’s armor is 5
the offense’s gun strength is 1
the offense player need to roll 5 - 1 = 4 or higher to get a hit
the offense player roll 1, 2, 2, 3, 4, 5, 6, 6, 6, 6
since 1, 2, 2, 3 are less than 4, they are remove
the remaining dice count is 6 so the number of hits is 6
the defender player need to remove 6 from the defender squad

Melee attack
Melee attacks is handle the same as range attack but:
both offense and defender use their melee skill to modify the score
the offense use it strike counts instead of RoF
offense uses weapon might for the armor roll.

For example:
A squad of 1 commander want to melee attack a soldier squad that is behind light cover.
Squad soldiers of 5 fires.
The offense player rolls a 9
The commander’s melee skill is 4
The squad size is 1
Total result is 9 + 4 + 1 = 14.
Compare to Defending solder squad current defense
The squad defense state is 10
defending squad melee skill is 2
the possible hits are 14 – 10 - 2 = 2
2 is greater than offense squad size of 1 so the value is now 1
The strike count is commander’s weapon is 2
Possible hits are 1 * 2 = 2
the offense player will then roll 2 d6
the defender’s armor is 5
the offense’s weapon might is 2
the offense need to roll 5 - 2 = 3 or higher to get a hit
the offense roll 1, 3
since 1 is less than 3, it is removed
the remaining die count is 1 so the number of hits is 1
the defender player need to remove 1 from the defender squad
unless the defender want to melee counter


Melee counter:
If the defending squad has not activated the give turn then the defending squad can choose to attack the offense squad.
If the defending squad chooses to counter attack all squad member that was lost during the offense squad’s attack will remain apart of the defending squad only for the counter attack. After all squad members lost in both attacks are removed from play
If the defending squad chooses not to counter attack then all squad member lost during the offense squad attack will be removed from play

Arcing attacks
Squad that use to arcing attack will use an arcing skill. To use the game the player need to have two easily discernable dice. Pick a die for the core die and the other become the pointer die.

To use arcing attacks
Step 1
Player will place a marker for where the player want the attack center to be

Step 2
the player that wants to do the arcing attack will roll the 2d6 and compare result to arcing skill.

Step 3
If the rolled number is higher or equal then the arcing attack center does not move.

If the rolled number is lower then the center of the attack will move the same direction of the core to the pointer die. The distant will be the weapon’s spread time the different from the roll and arcing skill.

Step 4
Once place any fighter within the area of attack will be attack using the same rules as range attacks with center as the attacker but instead of shooting skill you need to used the weapon danger.

Example
Squad A1 want to do an arcing attack on Squad B1 and Squad B2 with an area attack. Let say Squad A1 states are a squad size of 3, arcing 10, spread 3, strength 2, danger 4 and area type is 4 circle.

If Player A roles 10, 11, 12 then the area attack’s center will be where the player aims.

If Player A less than 10 then it in moved the different from 10 times the spread of 3.

Let say the Player A rolls a 7 that mean that the attack center will be the different from 10 (10 – 7 = 3) * the spread (3 * 3 = 9) so the distant is 9. If any force is in that is within a 4 unit circle of the center of the attack then the center of attack will attack it with the current offense (Squad size of 3 and danger of 4 = current offense of 7).

Drift attacks
A drifting attack is a range attack that can drift from its target.

To use a drift attack
Step 1
the place need to start by placing a marker for the center of the attack where the player want to attack to hit.

Step 2
Then the player will roll 2d6, and compare result to number to 12 - squad shooting skill.

Step 3
If the number rolled is equal or higher then the center will not move

If the number rolled is lower then center then it will move a distant of the different from the numbers times the spread. The angle away from the center will be the line the two dice make and direction will be the end that favor the original attack angle. If an object is between the attacking squad’s leader and the new center attack then move center attack to the object in line with the Squad side

Step 4
Once place any fighter within the area of attack will be attack using the same rules as range attacks with center as the attacker but instead of shooting skill you need to used the weapon danger.

Example
Squad A1 want to do a drifting attack on Squad B1 and Squad B2 with an area attack. Let say Squad A1 states are a squad size of 3, shooting of 2, spread 3, strength 2, danger 4 and area type is 4 circle.

If Player A roles with 12-shooting skill (2) is 10 so 10, 11, 12 then the area attack’s center will be where the player aims.

If Player A less than 10 then it in moved the different from 10 times the spread of 3.

Let say the Player A rolls a 7 that mean that the attack center will be the different from 10 (10 – 7 = 3) * the spread (3 * 3 = 9) so the distant is 9. Let say if the angle from squad to the wanted center is 0 degree and the two dice make a line that is 45 degree and 225 degree to the squad to center then along 45 degree angle. If any force is in that is within a 4 unit circle of the center of the attack then the center of attack will attack it with the current offense (Squad size of 3 and danger of 4 = current offense of 7).

Health:
Some squad will have health greater than one. The total amount of health is the health stats * squad size. The extra health is the different between the total amount of health and the squad size. When squad with health of 2 or greater is attack, their extra health is removed before any squad member is.

Example:
Let say Squad A1 has 3 members and health of 2. This mean total health is 6 and 3 is extra health. Squad A1 can be hit 3 times without removing a squad member. When they get hit a 4th time then Squad A1 size is reduce by 1.

Terrain:
Terrain can be broken up into three groups: cover, terrain zones and placements.

Cover
Light Cover = +2 to Defense and can only protect 1 squad member
Heavy Cover = +4 to Defense and can only protect 3 squad member
The cover must between the attacker and defender.
To use cover a squad member must be at most 2 unit of the cover and the cover has space to be used.
It takes mp equal one haft rounded up to the cover to move over cover unless otherwise stated.
Cover does not affect line of sight.
The Squad is to use the best cover they can

Terrain zones:
They are area that has affects. They are place at the before the cover and does not affect current defense.

Forest:
This groups of trees reduce the range of weapons. For every 2 unit the range decrease by 1. Squad with in the forest are not affect by the 6” of the forest. It take 2mp to travel one unit

Slopped land:
Slopped land is land raising and lower at a rate that squads need to move slowly over it. It cost 3 mp to move 2 units

Placements
Are object that are not cover or terrain zones. They are place at the same time terrain zones are.

At the moments all placements block line of sight

Rear attacks
Rear attacks happen when a squad attacks as another squad’s rear. This is adding a +4 to the roll. A rear attack will not happen member if a defending squad member has its front to the attacking squad.

Wounds:
There are times that squad members will be hurt but can continue to fight. These are called wounds. As the number of wounds increase the entire squad will be weaken. A squad can have up to ten wounds.

MP change:
For odd number of wounds, reduce mp by number of wounds + 1.
For even number of wounds, reduce mp by number of wounds.

Current offense:
Reduce current offense by whole of haft number of wounds.

Number of wounds added affect
1 – -2 mp 0 current offense
2 - -2 mp -1 current offense
3 - -4 mp -1 current offense
4 - -4 mp -2 current offense
5 - -6 mp -2 current offense
6 - -6 mp -3 current offense
7 - -8 mp -3 current offense
8 - -8 mp -4 current offense
9 - -10 mp -4 current offense
10 – -10 mp -5 current offense

Wounding attacks
Wounding attacks are attack that wounds the enemies. They act like normal range attack but there is no limit base off squad size for the 2d6 roll and the end result is wounds

Healing:
Some squads can heal wounds. The Squad can not heal itself unless the ability say it can.

Stealth:
Some squad have the ability to hid itself from the enemies. This is shown by stealth tokens. A stealth token is where the other side think that the Squad is. Stealth have two values with it written like (#/#/#). The first is the number of stealth tokens place around it. The second is the number that the increase enemies command for command check by. The third number is the mp that each stealth token get.

Lets say Squad has stealth (3/2/6):
This means that when the squad enters stealth 3 stealth tokens is place
When an enemies squad try to see the stealth unit the command check is 2 higher than normal. Each token can use up to 6mp

entering into stealth:
at the start of the activation to enter stealth pick a squad member and place the stealth tokens equal to the first number around it and remove the squad. The player must mark the underside of the token that is his/her real location of the squad. A Player can look at the stealth tokens but return them to the field in the same location.

Stealth and limited range abilities/power:
Use any of the squad’s stealth tokens as if it is the real squad.

Stealth and attack:
Squads can not attack a stealth token unless by area.

Spotting a squad in stealth:
If a Squad is within a shooting range and a have a line of sight with a stealth token then the squad and take an action to use command check with the second stealth value. If the squad succeeds at the command check but the stealth token is not the real squad then remove the stealth token. If the squad succeeds at the command check and the stealth token is the real squad then place squad at the squad location. A squad can not try to spot a stealth squad once per activation but it does not count as an action. If a stealth Squad have only stealth token where the real squad is then the real squad is to replace the stealth token.

Example:
Squad A1 with a command of 7 is trying locates a squad B2 with stealth (3/2/6).

Squad A1 will need to do a command with the check as if the command skill is 9 to locate.

Let say player A rolls a 10. This mean that player B need remove the stealth token and if the stealth token is for where the squad is then Player B will need to place the Squad at that location.

Stealth and overwatch:
If a stealth token is moved within a squad over watch angle then the squad in overwatch will automatically try to spot the stealth squad and it does not cost the squad to act on overwatch. They get a 2 increase to the command check to be including with the stealth change. This increase can be remove if the squad acts on overwatch.

Example:
Lets say Squad A1 is in overwatch and have a command of 7. Squad B2 with stealth (3/2) has two stealth tokens within its overwatch angle. The first token move so the Squad A1 tries to spot that stealth token.

There are two things that player A can do: act on overwatch or accept the increase to command.

If Player A have Squad A1 acts on overwatch then their command value is 9.

If player A does not have Squad A1 act on overwatch then their command value is 11.

Squad Splitting
Squad splitting is about having a squad into smaller sub squad for a given amount of time.

If a player has his squad attacks an enemy squad but one or more squad member(s) is unable to attack the target squad. The cause a split of the attacking squad into a sub squad made up of squad member whose can not attack the defender squad and a sub squad made up of the offense squad’s squad member whose can attack the defender squad. The sub squad whose can attack the defender is the sub squad that will attack the defend squad. After the attack the sub squads return to a single squad.

If a player want to attack as squad that has some squad members behind cover different type of cover. The defender squad is split into a sub squad for those that use the cover and a sub squad for the squad member outside of cover. Since the defending squad is now split into two sub squad, the attacking player can split his squad into two sub squads. The attacking sub squads can be any size the attacking player wants.

For example:
An offense Squad of 5 soldiers is attacking a defending squad of 3 soldiers. The defending squad has 2 squad members in heavy cover and 1 in the open.
This mean the defending squad is made into two sub squad. On sub squad is the 2 squad members in the heavy cover and the other in the 1 squad member in the open.
The offense player can split the offense squad into two sub squad that attack one of the defending sub squads. The offense player can have his/her entire squad attack a single sub squad.

Squad not cohesive
A squad member needs to be within 3” and another from the same squad.
If part of the squad is not in the range then the player can pay 4cp for the squad have the squad act normally but the squad must end in cohesive
If the player did not pay then the squad will use activation to safely move to create cohesiveness. No other action can be taken during the activation

Command check
1. Roll 2d6.
2. Must roll equal to or greater than Command.

Suppressing Fire
Automatically canceled other preset action which include overwatch and joint fire
1. Roll as for shooting, but ignore cover bonus.
2. hits don't count, but instead are a positive modifier to an Experience test.
3. If target fails Experience test, loses next activation.

Overwatch
Overwatch is used to hender the enemy’s squads.
Squad forfeits movement and shooting.
Chooses direction to face. Has 60 degree angle for the center of a given squad member hex. All member but be facing the same direction
During an opposing squads activation, if they move or shoot in the overwatch angle squad, the overwatching squad can interrupt and shoot at them (as normal).
Both player can only have one squad act one overwatch for squad action
If during the first action of a squad anther squad stop it with overwatch then the squad can still take their second action.
The last in overwatch squad to act will attack first.
If a squad acts on overwatch another squad acts on overwatch durning the same action the first squad overwatch is canceled.

For example:
Squad A2, Squad B1 and Squad B2 are in the overwatch.
Let say Squad A1 is moving for it first action. Then Squad B1 acts overwatch. Next Squad A2 acts on overwatch.
Squad B2 can not act since one squad already act.
Squad A2 will continue to its move

Command points (cp):
Command points are given by the active leader. These command points are used for special action. There is no range to the area that the command points can not be used.
If the roll is not possible to get a roll then the player can pay to undo the attacks. This must be used before the roll happens.
A player can pay to have a suppressed squad to no longer be suppressed. If the suppressed squad have not been activated then player can activate the squad but the squad can not enter into overwatch.
Each faction can have them own command point cost powers.
When the leader is lost a sub-leader can take the place.

CP options:
1cp –if part of an attack is impossible then the player can end attack and act as if attack did not happen.

Example:
Squad A1 attack Squad B1 but to get a hit Player A will need to roll a 13 with 2d6 so player A can pay to have the Squad A1 to not attack.

2cp – if squad that was in overwatch when enemies tried and failed to suppressed the squad. The player can activated the squad again. The Squad can not enter into overwatch again.

Example:
Squad A1 is in overwatch when Squad B1 tried to suppress it but failed. Player A can pay to be able to activate the squad again but Squad A1 can not do anything that take the entire activation.

4cp – make a squad no longer suppressed

4cp – allow squad out of cohesive can act normally but the squad must end in cohesive

Powers
Powers are better skills only each faction can give. Each force has a base power. The leader and sub-leader have their power(s). The leader power cost is as printed. The Sub-leader is 1.5 rounder up the normal cost.

Units that could be in play test:
For powers:
The power from a squad is set up as #cp (#). The first is the normal cost and the second number is the sub leader cost.

So the cost of 3cp (5) mean the cost is normally 3 but if the Squad is a sub-leader then the cost is 5.

Side A (corporation)
power
8 cp – the black dove oath:
Increase the current offense by 2 for all squads for the rest of the turn.

3 cp – belief in leadership
This reduce any single command checks 2 used before roll

Soldier (troops)
Squad size: 4-7
mp: 6
Defense: 10
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (suppressers)
Squad size: 4-7
mp: 6
Defense: 10
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Trained Suppressing fire(2): +2 to squad size for suppressing fire
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Side A (corporation)
Soldier (Fast attack)
Squad size: 4-7
mp: 10
Defense: 10
Armor: 3
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4/2): increase mp by 4 reduce armor by 2
Free run (1): the up to -1mp cost from moving over cover and terrain Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (Heavy)
Squad size: 4-7
mp: 4
Defense: 10
Armor: 6
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
thicker armor (1/2): armor is increase by 1 and reduce MP by 2
Range weapon: Big Rifle
Gun Strength: 2 Gun Range: 18" Rate of Fire: 1
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (mighty)
Squad size: 4-7
mp: 3
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Range weapon: monster Rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Heavy (3/1) – reduce mp by 3 & defense by 1
Cumbersome (1) If moving this activation then -1 current offense
Delay – can only be use for second action or activation
Melee weapon: Knife
Weapon might: 1 Strike count: 1


Side A (corporation)
Soldier (raiders)
Squad size: 4-7
mp: 7
Defense: 9
Armor: 3
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4) – increase mp by 4 reduce armor by 2
Range weapon: monster Rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Heavy (3/1) – reduce mp by 3 & defense by 1
Cumbersome (1) If moving this activation then -1 current offense
Delay – can only be use for second action or activation
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (HQ)
Squad size: 4-7
mp: 6
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Radio team (2): Can act as a relay for powers with ranges but at +2 cp
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Hunter
Squad size: 3-4
mp: 8
Defense: 11
Armor: 5
Hit Points: 1
Shooting Skill: 1
Melee skill: 3
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon bayoneted Shotgun
Gun Strength: 1 Gun Range: 8" Rate of Fire: 2
Wide spread (2) – increase the max possible hits by 2
Melee weapon: bayoneted Shotgun
Weapon might: 1 Strike count: 2
Ready(3) for -3 to current offense can counter even if squad use range attack this turn

Side A (corporation)
Grenadais
Squad size: 2-4
mp: 6
Defense: 10
Armor: 5
Hit Points: 1
Shooting Skill: 1
Melee skill: 2
Arcing skill: 10
Command: 7
Abilities:
N/A
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: knift
Weapon might: 1 Strike count: 1
Area weapon: grenades
arcing
strength: 2 Spread: 3 danger: 4 range: 15
Area type: 4” circle
unreliable (1): increase arcing skill by 1

Nest gun crew
Squad size: 3
mp: 5
Defense: 12
Armor: 5
Hit Points: 2
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: nest gun
Gun Strength: 2 Gun Range: 18" Rate of Fire: 3
Set up needed: Must be set to use
Atv Set up: Take activation to set up.
Moving Set lost: Moving the squad mean that gun is no longer set up
Limited angle: Can shoot 60 degree arc
Primary: squad can have a primary and secondary range weapon
Range weapon: light pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Secondary: Squad can carry a 2 secondary or a primary and secondary
Melee weapon: knife
Weapon might: 1 Strike count: 1


Side A (corporation)
“Old Man” a X'Lanthos
Squad size: 1
mp: 5
Defense: 13
Armor: 6
Hit Points: 3
Shooting Skill: 4
Melee skill: 2
Arcing skill: 0
Command: 7
Command Points: 13
Abilities:
3cp (5) veteran fighter(12/2): Increase the squads with in 12” current defense by 2
2cp (3) healer (2): Remove 2 * this squad size wound(s) from a squad that is within 6” inches of this squad.
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon
Weapon might: 1 Strike count: 1

Black Dove Commander
Squad size: 1
mp: 6
Defense: 12
Armor: 6
Hit Points: 5
Shooting Skill: 5
Melee skill: 4
Arcing skill: 0
Command: 4
Command Points: 13
Abilities:
5cp (8) weapon master(12/6): squad within 12” increase a its range by 6
2cp (3) spread out(2): Increase the range for unit cohesion by 2
Range weapon: scooped gun
Gun Strength: 2 Gun Range: 24" Rate of Fire: 1
Melee weapon: dagger
Weapon might: 2 Strike count: 2

Side A (corporation)
Marksman a.k.a. sniper
Squad size: 1
mp: 6
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 6
Melee skill: 2
Arcing skill: 0
Command: 5
Abilities:
Range weapon: Sniper
Gun Strength: 5 Gun Range: 36" Rate of Fire: 1 suppression (2) - suppression with an additional +2 to command check
Melee weapon: blade
Weapon might: 1 Strike count: 2

Meds
Squad size: 2
mp: 6
Defense: 10
Armor: 5
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
3cp field medic(2): Take a action to Remove 2 * this squad size wound(s) from a squad that is within 6”
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon
Weapon might: 1 Strike count: 1

Side B (beasts)
Powers
8cp - Pack charge:
Once per turn For the rest of the turn all squads’ mp is increase by 6

3cp – unflinching
Once per activation, prevent a single enemy’s overwatch from stopping an action. Overwatch attack will still happen.

pack attack(2):
when two or more packs attack the same squad during a single turn increase those are the first current offense by 2

Spack
Squad size: 5-8
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Free run (2): the up to -2mp cost from moving over cover and terrain
Melee weapon: back spines.
Weapon might: 1 Strike count: 2
Spack (heavy)
Squad size: 5-8
mp: 6
Defense: 15
Armor: 5
Hit Points: 1
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Focused Defender (3): defense is increase by 3 reduce MP by 2
Abilities:
Melee weapon: Large spines.
Weapon might: 2 Strike count: 1
Spack (fast attack)
Squad size: 5-8
mp: 12
Defense: 12
Armor: 3
Hit Points: 1
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4): increase mp by 4 reduce armor by 2
Free run (2): the up to -2mp cost from moving over cover and terrain
Melee weapon: back spines.
Weapon might: 1 Strike count: 2

Side B (beasts)
Acid Thorns
Squad size: 3-5
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: acid tip thorns
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: claw
Weapon might: 1 Strike count: 1

Acid Thorns (guard)
Squad size: 3-5
mp: 6
Defense: 14
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
Focus defender (3): Increase defense by 3 while reducing mp by 2
Range weapon: acid tip thorns
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: claw
Weapon might: 1 Strike count: 1

Acid Thorns (spread)
Squad size: 3-5
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: burst thorns
Gun Strength: 1 Gun Range: 6" Rate of Fire: 2
Wide spread (3): increase the max possible hits by 3
Melee weapon: claw
Weapon might: 1 Strike count: 1


Side B (beasts)
Long Reach
Squad size: 1-2
mp: 10
Defense: 13
Armor: 5
Hit Points: 3
Shooting Skill: 0
Melee skill: 3
Arcing skill: 0
Command: 9
Abilities:
melee protected (2): increase current defense against melee attacks by 2
melee: Tentacle claw
Weapon might: 2 Strike count: 1
Long reach (4): Melee range of 4
Entangle (3): if a squad member get attack then the entire squad can not move and can only melee attack this squad. A command check with + 3 to get free.

Javelin Shower
Squad size: 3-4
mp: 6
Defense: 11
Armor: 5
Hit Points: 1
Shooting Skill: 0
Melee skill: 0
Arcing skill: 8
Command: 7
Abilities:
Wound master (1): Wound attack get a 1 to current offense and weapon strength
Melee weapon: claw
Weapon might: 1 Strike count: 1
Area weapon: barb spike gas bombs
arcing
strength: 2 Spread: 1 danger: 4 range: 24
Area type: 2” circle
on-lethal: does not harm Squads


Side B (beasts)
Alpha Raider
Squad size: 1
mp: 15
Defense: 13
Armor: 4
Hit Points: 5
Shooting Skill: 0
Melee skill: 4
Arcing skill: 0
Command: 7
Command Points: 15
Abilities:
5cp (8) fierce leader (1): Increase the weapon might of a single squad within 12” by 1
Melee weapon: rage combo
Weapon might: 2 Strike count: 3

Shadow Claws
Squad size: 1
mp: 8
Defense: 14
Armor: 4
Hit Points: 3
Shooting Skill: 0
Melee skill: 3
Arcing skill: 0
Command: 7
Command Points: 12
Abilities:
Stealth (3/2/6)
4cp (6) cover master (1/8): For a single squad within 8” increase number that can use cover by 1
Melee weapon: quick jaws
Weapon might: 2 Strike count: 3

Brick
Squad size: 1-2
mp: 3
Defense: 10
Armor: 3
Hit Points: 5
Shooting Skill: 0
Melee skill: 0
Arcing skill: 0
Command: 7
Abilities:
Castle (4): Give a +4 cover for up to three allies within 2 units
Remain: If killed, remain on the field and give cover

Side c (bandits)
Powers
8cp eager to prove oneself: at the start of a squad give that squad 2 extra HP for the rest of the turn. If the extra us unused at the end of the turn remove them.

3cp skill movers: one squad can move mp stat

Unproven
Squad size: 5-12
mp: 5
Defense: 8
Armor: 2
Hit Points: 1
Shooting Skill: 1
Melee skill: 2
Arcing skill: 0
Command: 8
Command Points: 0
Abilities:
Raider: once an activation make an action become 2 move action use in any order
Range: Pipe gun
Gun Strength: 0 Gun Range: 16" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Side c (bandits)
Unproven (harden)
Squad size: 5-12
mp: 5
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 1
Melee skill: 2
Arcing skill: 0
Command: 8
Command Points: 0
Abilities:
Raider: once an activation make an action become 2 move action use in any order
Trained defense(1): +1 to defense
Range: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1


Side c (bandits)
Proven
Squad size: 4-8
mp: 6
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 3
Arcing skill: 0
Command: 8
Command Points: 0
Abilities:
Raider: once an activation make an action become 2 move action use in any order
Range: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Berserker
Squad size: 4-7
mp: 10
Defense: 9
Armor: 3
Hit Points: 2
Shooting Skill: 0
Melee skill: 4
Arcing skill: 0
Command: 10
Command Points: 0
Abilities:
Driven: Will only move toward the enemies
Uncovered: Can not use cover
Melee weapon: piercer blade
Weapon might: 3 Strike count: 1

Side c (bandits)
pitcher
Squad size: 5-7
mp: 6
Defense: 8
Armor: 2
Hit Points: 1
Shooting Skill: 0
Melee skill: 1
Arcing skill: 10
Command: 10
Command Points: 0
Abilities:
Trained arcing ranged(6): +6 to range of the arcing weapon
Melee weapon: knife
Weapon might: 1 Strike count: 1
Area weapon: grenades
arcing
strength: 2 Spread: 3 danger: 4 range: 15
Area type: 4” circle
unreliable (1): increase arcing skill by 1

Heavy Weapon Marchers
Squad size: 5-8
mp: 5
Defense: 8
Armor: 3
Hit Points: 1
Shooting Skill: 1
Melee skill: 2
Arcing skill: 0
Command: 10
Command Points: 0
Range weapon: belt feed guns
Gun Strength: 2 Gun Range: 14" Rate of Fire: 2
Fast firing(1): Add to 1 to squad size
Cumbersome (3): If moving this activation then -3 current offense
Delay: can only be use for second action or activation
Melee weapon: unarmeds
Weapon might: 0 Strike count: 2

Side c (bandits)
Balveberg the scarred
Squad size: 1
mp: 6
Defense: 11
Armor: 6
Hit Points: 6
Shooting Skill: 1
Melee skill: 2
Arcing skill: 0
Command: 8
Command Points: 10
Abilities:
3cp (5) Threaten allies: Increase a squad mp by 4 and -2 current offense
6cp (9) might strike: Hit one enemy within 2 units for the
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: piercer blade
Weapon might: 3 Strike count: 1
Secondary: Squad can carry a 2 secondary or a primary and secondary
Melee weapon: weighted chain
Weapon might: 0 Strike count: 4
Secondary: Squad can carry a 2 secondary or a primary and secondary

Targsthe the sly
Squad size: 1
mp: 8
Defense: 13
Armor: 6
Hit Points: 1
Shooting Skill: 3
Melee skill: 2
Arcing skill: 8
Command: 7
Command Points: 12
Abilities:
Stealth(4/1/6)
3cp (5) Fragment trap(6/2/3/6): Place trap within 6 unit of the squad
Player can activated trap when an enemy squad enters area.
Treat as area attack with not spread can stop squad
strength: 2 danger: 3 Area type: 6” circle
5cp (8) - False orders(12/4): Pick a squad within 12 units. Controlling player command check if failed player loss 4cp next turn
Range weapon: silent pistol
Gun Strength: 1 Gun Range: 14" Rate of Fire: 1
Stealthy
After use, squad can do a command check to see if squad enters stealth
Inaccurate(1): reduce current offense by 1
Secondary: Squad can carry a 2 secondary or a primary and secondary
Range weapon: rapid pistal
Gun Strength: 1 Gun Range: 12" Rate of Fire: 3
Secondary: Squad can carry a 2 secondary or a primary and secondary
Melee weapon: knife
Weapon might: 1 Strike count: 1

Side D (reclaimers)
Powers
5cp - Space observing – can measure the distant from any two objects and des not need to tell the other player.

6cp – aid from orbit– reduce target squad’s current defense by -2

Self reliance (4)
Get 4cp if no commander is around

Surface walkers
Squad size: 3-4
mp: 6
Defense: 10
Armor: 5
Hit Points: 2
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Range: rail rife
Gun Strength: 2 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Recon
Squad size: 2-4
mp: 10
Defense: 11
Armor: 5
Hit Points: 2
Shooting Skill: 3
Melee skill: 3
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Vision(2): +2 to command checks against stealth units
Range: long reach
Gun Strength: 0 Gun Range: 22" Rate of Fire: 2
Wide spread (1): increase the max possible hits by 1
Armor piercing (4): for every 4 possible hits 1 will become a hit
Melee weapon: power blade
Weapon might: 2 Strike count: 1


Side D (reclaimers)
Artillery
Squad size: 1-3
mp: 10
Defense: 11
Armor: 5
Hit Points: 2
Shooting Skill: 4
Melee skill: 1
Arcing skill: 8
Command: 7
Command Points: 0
Abilities:
Trained spread(1): Reduce weapons’s spread by 1
Range: rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1
Area weapon: compressed rockets
Drift
Strength: 1 Spread: 2 danger: 3 range: 18
Area type: 5” circle

Observers
Squad size: 2-4
mp: 8
Defense: 11
Armor: 5
Hit Points: 2
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Stealth(4/3/4)
Range: rapid rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 3
Melee weapon: silent power blade
Weapon might: 2 Strike count: 1
Stealthy: After use, squad can do a command check to see if squad enters stealth

Side D (reclaimers)
Command team
Squad size: 2-3
mp: 6
Defense: 12
Armor: 6
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 11
Abilities:
4cp (6) orbit shock(-2/18): Pick a target with 18”. Target does command check with -2 to command if failed then squad is suppressed.
5cp (8) block power(12):Block a power that would affect with 12” to this squads
Range: rail rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 4
Melee weapon: knife
Weapon might: 1 Strike count: 1

Academy squady
Squad size: 2-3
mp: 6
Defense: 12
Armor: 6
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 12
Abilities:
3cp (5) command hovering drone(10/2/1/12/1): Bring a hovering drone to field or give one action to the drone with
10mp, 2hp, shooting skill 2, strength 1, range 12, rate of fire:1
5cp (8) cover master (1/14): For a single squad within 14” increase number that can use cover by 1
Range: rail rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 4
Melee weapon: knife
Weapon might: 1 Strike count: 1


Side E (salvagers)
Powers
6cp – boost range (4) –
Increase range of squad range powers

8cp – giver boost (2) –
Improve the stat giver increase by 2


Simple drones
Squad size: 5-10
mp: 4
Defense: 8
Armor: 4
Hit Points: 1
Shooting Skill: 0
Melee skill: 0
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Dodger
Squad size: 1
mp: 8
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Defense giver (12/3): For non giver squad who squad leader is with in 12” get +3 to current defense
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Side E (salvagers)
Terrain scanner
Squad size: 1
mp: 12
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
mp giver (12/4): For non giver squad who squad leader is with in 12” get a +4 mp
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Ballistic computer
Squad size: 1
mp: 8
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Offense giver (12/3): For non giver squad who squad leader is with in 12” get a +3 to current offense
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Side E (salvagers)
Heavy mounted
Squad size: 2-4
mp: 8
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 10
Command: 7
Command Points: 0
Abilities:
Melee weapon: knife
Weapon might: 1 Strike count: 1
Area weapon: clustered
arcing
strength:1 Spread: 3 danger: 2 range: 18
Area type: 6” circle

Haussman gene 001
Squad size: 1
mp: 9
Defense: 12
Armor: 6
Hit Points: 5
Shooting Skill: 3
Melee skill: 2
Arcing skill: 0
Command: 7
Command Points: 10
Abilities:
8cp (12) upgrade simple drone: make a simple drone into a lost solo
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Relay 001
Squad size: 1
mp: 9
Defense: 12
Armor: 6
Hit Points: 5
Shooting Skill: 3
Melee skill: 2
Arcing skill: 0
Command: 7
Command Points: 10
Abilities:
3cp (5) giver receives: allow a giver to get the stat boosts for turn
Range: rife
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: knife
Weapon might: 1 Strike count: 1

Side F (X'Lanthos)
Powers
5cp – call slave(1)
Add up to 1 slave to a squad with the name slave in it as long as the squad max is not exceeded.

8cp - cover push (4)
move cover 4” away from a player control solo. If squad is in the path of the cover then move the squad back too.

Slave fodder
Squad size: 6-12
mp: 8
Defense: 9
Armor: 3
Hit Points: 1
Shooting Skill: 0
Melee skill: 0
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Front shielded(3): A +3 to current defense for attack to the front of the squad.
Uncovered: Can not use cover
Range: slave rifle
Gun Strength: 0 Gun Range: 14" Rate of Fire: 1
Melee weapon: first
Weapon might: 0 Strike count: 2

Slave Bio bombs
Squad size: 6-12
mp: 8
Defense: 7
Armor: 3
Hit Points: 1
Shooting Skill: 0
Melee skill: 0
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Self destructive (2/4/2)
Can explode for an area attack of
Strength: 2 danger: 4 type: 2” circle
Arcing trigger: Self destructs are being arced.
Low: Hidden by heavy cover and +2 to current defense when using light cover


Side F (X'Lanthos)
Master guards
Squad size: 2-3
mp: 10
Defense: 10
Armor: 5
Hit Points: 2
Shooting Skill: 3
Melee skill: 3
Arcing skill: 0
Command: 7
Command Points: 0
Abilities:
Solo guards(4): Must be 4” of a solo
Solo Follow: take activation so Squad can follow a Solo this turn
Range: energy rifle
Gun Strength: 2 Gun Range: 14" Rate of Fire: 1
Steady(2): If did not move during the activation add 2 to current offense
Melee weapon: blade
Weapon might: 0 Strike count: 3

Forward leader clan
Squad size: 1
mp: 8
Defense: 12
Armor: 5
Hit Points: 4
Shooting Skill: 4
Melee skill: 0
Arcing skill: 10
Command: 7
Command Points: 0
Abilities:
3cp energy ray (1/20): Get a possible hit a single enemies with a strength 1 range of 20
Range: twin weapon
Gun Strength: 2 Gun Range: 14" Rate of Fire: 2
Squad increase(1): Increase squad size by 1
Melee weapon: unarmed
Weapon might: 0 Strike count: 2


Side F (X'Lanthos)
Gravity clan
Squad size: 1
mp: 8
Defense: 10
Armor: 5
Hit Points: 4
Shooting Skill: 4
Melee skill: 0
Arcing skill: 10
Command: 7
Command Points: 0
Abilities:
Front shielded(2): A +2 to current defense for attack to the front of the squad.
3cp Heavy gravity(3/4/4/20): Arcing, reduce mp by 3 for 4” circle
Spread: 4 range: 20
Range: auto energy rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Auto Hit (6): for 1d6 rolls that are 6 hit automatically
Melee weapon: knife
Weapon might: 0 Strike count: 2

Healer clan
Squad size: 1
mp: 8
Defense: 10
Armor: 5
Hit Points: 4
Shooting Skill: 4
Melee skill: 0
Arcing skill: 10
Command: 7
Command Points: 0
Abilities:
Front shielded(2): A +2 to current defense for attack to the front of the squad.
4cp Healing (1/12): Restore 1 hp to a ally solo within 12”
Range: auto energy rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Auto Hit (6): for 1d6 rolls that are 6 hit automatically
Melee weapon: knife
Weapon might: 0 Strike count: 2


Side F (X'Lanthos)
Gravity Masters
Squad size: 1
mp: 8
Defense: 12
Armor: 3
Hit Points: 6
Shooting Skill: 4
Melee skill: 0
Arcing skill: 8
Command: 7
Command Points: 13
Abilities:
Front shielded(2)
A +2 to current defense for attack to the front of the squad.
5cp (8) push sphere(3/4/20/4/3): Arcing that push any fighter that get effected area
Spread: 3 danger: 4 range: 20 type: 4” circle
Pushed 1d6 + 3 units away.
3cp (5) Throw allies(2/16): Arc to move a single (non-solo) ally fighter with a
Spread: 2 range: 16
Range: energy wave
Gun Strength: 0 Gun Range: 14" Rate of Fire: 1
Non-lethal: does not harm Squads
Push(2): for each possible hit push a different squad member but to a 1d6 + 2 units away.
Melee weapon: unarmed
Weapon might: 0 Strike count: 2

Ancient Battle master
Squad size: 1
mp: 10
Defense: 14
Armor: 5
Hit Points: 6
Shooting Skill: 4
Melee skill: 2
Arcing skill: 0
Command: 7
Command Points: 10
Abilities:
Stealth(5/0/8)
3cp (5) burst(4/2/4): Any enemy within 4” and front 60 degree angle get attack by a strength 2 and danger 4
8cp (12) recall: Return a Solo to be base to base contact with this squad
Range: bending weapon
Gun Strength: 2 Gun Range: 18" Rate of Fire: 1
Turning shoot: Ignored cover
Melee weapon: honored blade
Weapon might: 1 Strike count: 2


Play test
Set 1
Goal:
Test the combat style of Side C and Side D:

Play Area:
48” x 48”

Unit: one inch any direction

Side C:
Powers: eager to prove oneself and skill movers
2 Unproven 10
1 Berserker 6
1 Pitcher 6
1 Targsthe the sly 1

Side D:
Powers: Space observing, aid from orbit, self reliance(4)
2 surface walkers 4
1 Recon 3
1 Observer 3
1 artillery 3
Command team 3

Afterthought:
While placing the cover, I found that the two side were trying to cause different set up. Side C wanted to set up the cover to deal with the large squad while Side D wanted to have a clean up.

Side C forces were killed too easily.

Side D seems to work well.

At one point side C was able to move attack and move back into a hiding location using the raider skill. At the times they inflectied massive damage to the enemy.

Should Raider be change to raider(#) where the number stand for the mp of an extra move that can be used at any point during activation?

Will try to increase Bandits defense to 10. Make armor to have a min value of 3.

Play test
Set 2
Goal:
Test the combat style of Side E and Side F:

Play Area:
34” x 34”

Unit: one inch any direction

Side E
2 Simple Drones (10)
2 Ballistic computer (1)
1 Relay 001 (1)

Side F
1 Slave Fodder (12)
1 Master guards (3)
1 Gravity Clan
2 Forward Leader clan
1 Gravity Master

Afterthought:
Both sides seem to work. There are some balancing to do.

When Side F lost CP it lost most of that side’s power is lost. It also needs a more max hit system.

Overall
I found the hex bases still work.

As each fighting style change the way the player want to place cover.

I found the fighting styles seem to have well place but need a little bit more work.

The four combat styles seem to work but need some balancing and some new units to be added. Some more play test would be helpful.


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