Switch Theme:

Maelstrom's Edge V2 - A Sample Unit Activation  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles


A little while back, we shared a run-down of the different actions available to units in the second edition of the Maelstrom's Edge rules. (If you missed it, you can find it here!)



This week, we thought it might be helpful to expand on this a little by walking through a couple of unit activations, showing how these actions actually work on the table. For this example, we have an Epirian SecDef Field Commander facing off against an Artarian Remnant Nimbus Pathfinder. In the midst of battle, they have just caught site of each other through the ...err ... trees? and shenanigans ensue.









The Remnant player has Priority (meaning they activate a unit first) and chooses to use a Move action to advance through the trees to bring the Field Commander into short range (6") for the Nimbus' arc splitter. They then use their Status action to Aim, applying a +2 bonus to the Nimbus' SKL stat.









The arc splitter has SHO 3, which means it rolls three dice to shoot, and it receives an additional shot for being at short range. Rolling four dice, the Remnant player needs to equal or beat the Field Commander's EVS of 4. They roll a 1, two 2s and a 4.



The Nimbus has SKL 4 with the bonus from aiming increasing this to 6. This allows them to adjust the rolls by up to 6 points. They flip the 2s up to 4s, but don't have enough points remaining to get the final roll up to a 4, so this one remains a miss.









The Epirian player now needs to roll to see if their armor blocks the three successful hits. They need to equal or beat the PEN of the arc splitter, which is 3. Rolling three dice, they roll a 2, a 3 and a 4. The Field Commander's AV of 4 allows them to flip the failing 2 up to a successful roll, which means all three shots are blocked.



While the Field Commander doesn't take any damage, being hit by enemy fire raises his Suppression Level, putting him on Level 1 (Marked in the pick below with the orange die.









It's now the Epirian player's turn to activate a unit. They use a Move action to shuffle the Field Commander over behind the shipping crate, and uses a Takes Cover action, which will give him some extra defense against any further enemy shooting until he activates next.









Normally, regular models can only fire a single weapon per activation, but the Field Commander's Advanced Machine Assistance allows him to cut loose with all of his weapons at once. His two LM14 machine guns each have SHO 3, while his cluster missile launcher is an area of effect weapon, granting him SHO 2 against the single model Nimbus unit. Grabbing two black dice for the missiles and six white dice for the machine guns, the Epirian player rolls five 2s, two 5s and a 6. Needing to equal or exceed the Pathfinder's EVS of 4, they use the Field Commander's SKL of 4 to flip two of the 2s up to 4s.









Both Epirian weapons have the same PEN 4, but the 6 is a Critical Hit, requiring a roll of 6 to block. Rolling the dice from the successful hits, the Remnant player gets a 2, a 3, a 4 and a 5, and a 2 on the Critical hit. They use the Pathfinder's AV 4 to flip the regular 2 and the 3 up to 4s, but don't have enough points left to block the Critical Hit.



This means the Pathfinder suffers a single injury, which would be enough to kill a lesser warrior. Remnant Champions, boosted by their Lorican Combat Armor, are capable of shrugging off significant damage, and even the comparatively light armored Pathfinder has FOR 5, meaning it needs to suffer 5 injuries to be removed as a casualty. It does however raise its Suppression Level by 2 - 1 for the successful hits, and another because it suffered an injury.









Play would then continue on to the next unit, or the next turn if all units on both sides have now activated.






Check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.



   
 
Forum Index » Maelstrom's Edge General Discussion
Go to: