Tuesday, January 31, 2012

6th Edition Leaked Rule Set Movement Phase, Part Two.


 
I talked LA Battle Bunker regular Travis Solomon into writing about the leaked 6th edition rule set.  Now it seems that the rule set is an early play test rule set, where a lot of ideas were thrown at the wall to see what stuck.   So the final rule set is probably somewhat more simple than the leak, but it is worth taking a deep look at this rule set as a lot of gamers loved the direction.  So Travis is taking a crack at explaining it to those of us who don't want to actually read the whole thing!
 
The Movement Phase - Part  II
Now that I’ve covered how certain Unit Types move, I'll cover the Movement Phase a bit closer, and detail what actions you can perform and the different types of actions they are.
First off, The movement summary, not gonna go into too much detail but it’s the same as we are used to, just reworded, the same.
First are Mission Objectives.
Checking Objectives comes at the start of the Phase and before anything else happens, and your units have to endure a whole Game Turn to complete an objective.
Next, comes placing Reserves, and as in the rules now, they come before moving any other Units, and can act normally as if they were on the table the turn before.
Now before I go on, I should mention Restore Formation.
Restore Formation sounds exactly as it sounds, you restore any Unit that has lost its Coherency and counts as a type of Consolidation, that happens out of the Consolidation Phase, and is also regarded as a Free Action, and also it does not replace normal Move Actions!
Now continuing on…to Move Actions.
Single Move Actions are given Squad by Squad until all Squads are done moving.  So here is the List of Move Actions.
Turn [Type-Move, Disembarked] The Unit using this Action does not move but turns on the spot, and still counts as Stationary.
Combat Moves [Type-Move] The Unit Moves its MV and enables them to Shoot afterwards, and cannot perform Stationary Actions until it regains Combat Readiness in the Consolidation Phase.
Run/Cruise [Type-Move] The Unit can move up to TWICE its MV but cannot use any Shooting or Stationary actions.
Now that’s pretty basic for the Movement phase, but I’m not quite done.  There is also the Assault Movement Action.
Charge [Type-Move ,Assault, Combat] The Unit  can Charge up to TWICE its MV, but cannot perform any Shooting or Stationary Actions, until they regain Combat-Readiness assuming the combat only lasts one Turn.
Engage [Type-Move, Assault, Combat] The Unit can Move its full MV and is barred from using Stationary Actions.
And that’s it for Assault Actions, now Ill cover Special Actions that have changed from what we are used to already.
Fleet [Foot, Claw, Hoof, Wing, ECT.] The Fleeting Unit adds 2” to their MV, So Infantry would move 8” and run 16”
Rage: If there is an Enemy Model within 12” of the Unit they have to take a Ld Check and if they fail they have to  make a Charge Action towards the closest visible Enemy Unit. The Unit suffers a -1 for every model lost.
So that’s it, I left out a chunk or rules, but they are Verbatim from the 5th Ed Rules so I don’t think that they need to be mentioned.
I shall cover the Assault phase next and Thank you so much for reading thus far!

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