Initiative Phase
Initiative roll:
PCs and NPPCs = 2d6 + Walk/Cruise + Piloting sk lvl + Tactics sk lvl NPCs = 2d6 + Walk/Cruise + 13 - Piloting base - Gunnery base Infantry = 2d6 + Walk + 2 + 2/Exp Level Above Green
Units go from highest initiative to lowest initiative. A unit
must go during its turn. A does not have to use all of its
actions, but any not used are wasted.
[19981227] Use the current WALK/CRUISE MPs in the above
equations. Heat and damage that reduce WALK/CRUISe MPs will
also lower a unit's initiative bonus.
Tie breakers:
1. Unit Type (Mech, Aerospace, VTOL, Hover, Ground, Track, Jump Inf, Mech Inf, Foot Inf) 2. Lowest Tonnage 3. 2d6 Die Roll
Action Phase
Each unit gets 2 Simple Actions (SA). A unit may only do one MOVE
action in its action phase. A unit may only do each action once
in its turn (i.e. units can't do two "fire" actions, they must
instead do a "fire" and a "2nd fire" action). A unit must complete
one action before performing another action (exception: Anytime
Actions). Units do not have to use all of their SAs.
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Units resolve heat at the end of their turn as normal.
Heat from
opportunity actions are resolved immediately. Note that heat
dissipation is only done at the end of a unit's turn.
In the following descriptions modifiers are listed as
{Piloting Modifier/ Piloting Roll/ Gunnery Modifer/ Targeted Modifier}
where:
Piloting Modifier = modifier to piloting skill targets until the unit's next turn Piloting Roll = pilot roll required with this mod Attacker Modifier = modifier to combat skill targets until the unit's next turn Targeted Modifier = mod to other units' gunnery skill targets when firing on this unit until this unit's next turn. TM doesn't include modifier for number of hexes moved.
Anytime Actions:
Anytime Actions (marked with a * in their SA cost) may be done
once per turn, at any point in the turn (including during someone
else's action phase or in the middle of a unit's action). Anytime
Actions that have a cost of greater than 1 can only be done if
the unit had leftover SAs after its turn. An Anytime Action can
be done during a unit's action phase at its usual SA cost.
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