Rules:
- Please only look at your own thread(until the match is OVER). Do not PM other players(team or opponents). Talk to your teammate in this thread, and you can send a short message to the enemy each turn, optionally. Post it here.
- Ways to win:
-All enemy mechs destroyed/surrender.
The supply convoy makes it to your city.
(Note: If you win the match and reuse some cards in a later match you will get a reputation boost.)
-Other ways outlined by the commander.
- Ways to lose:
-Your mech is destroyed. Or you surrender.
-The enemy supply convoy makes it to their city.
(Note: If you reuse some cards next match but we're destroyed this one, you will be given a malus card in your deck for the match. If you surrender and reuse some cards, instead you will have a reputation penalty.)
-Other ways outlined by the commander.
- Troops include infantry and tanks. Both can move 1 space, have 2 range, 2 accuracy, and deal 1 damage. However infantry cannot harm tanks or mech's and always go first. Tanks can harm anything that doesn't move, and go last.
Which team is the best roleplayers will get an extra troop next turn. Be sure to post OOC in the main thread, or PM me.
- All troops can be destroyed by being stepped on. Or from receiving any damage.
- If two mechs enter the same space they ram. The slower(fewer spaces moving) mech is pushed in the direction of the faster mech's movement. Both take damage.
- You have a hand of 5 cards.
- You may play 1 card each turn. You may also discard any cards desired. If your cards allow more than one to be played, the lowest priority is used.
- For a ranged attack card, choose a target. If you end your turn within 3 spaces of where they are at that time you will roll to hit.
- You can move up to 3 spaces.
- When you play a melee attack card choose a target and you will automatically move to engage them, if you are able to become adjacent you will roll to hit.
- Tiebreakers go to:
-The losing team
-Most damaged mech
-Random
Teams will take turns having the priority initiative.
- You may assign a blocking card, either face down or revealed. If face down it will be discarded if you take damage, instead of your top deck card. If revealed it will prevent all damage to your mech this turn, then become disabled. (It will be assumed you play blocking cards face down)
You could pretend a revealed blocker is an overheating system allowing you to dodge or shield attacks. Or anything else you like.
Taking DamageWhen you take damage, the amount is added to your accumulated total. Then this number is rolled:
1+ : Your blocking card is discarded unless you dealt damage to your attacker.
10+ : Your blocking card goes into a "disabled pile". You now cannot play copies of this card for the rest of the match, and all held and future drawn copies go directly into the discard pile. Common Gatling cards can't be disabled.
15+ : You are destroyed.
(Note: All lesser threshold effects are present on the higher ones.)
Turn Order1.
Post your turn:-Mention your
card name(if playing one), blocking card(if desired), and coordinate endpoint. Up to 3 spaces away.
-Instead of playing a card, you can 'Reload' and shuffle all common Gatling cards back into your deck.
-Post any RP descriptions for your turn(visible to enemy)
in italics. Only this text is counted for the RP Recruit Bonus.
-Post your actions in bold.
2.
Results:-Enemy communications transmitted.
-Movement initiated.
-Fastest cards resolve first.
-Movement ends.
3.
Report:HQ may give intel, like location of next friendly/enemy convoy.
4.
Card draw:If less than 5 cards in hand, draw a card.
If less than 4 cards in hand and you damaged a mech last turn, draw 2 cards.
Intel Bonus
TR = Team Response, time from update to last teammate to take a turn.
TR < 12 = "Perfect" predict enemy troops
TR < 24 = "Good" friendly strategy
TR < 48 = "Bad" movements for friendly troops
TR > 48 = "Terrible" none
Accuracy Modifiers
Minimum accuracy will be 1/6, maximum is 5/6 (if it harms an opponent).
+1 FIX didn't move
+2 MAR melee attack
+1 ICE ranged attack adjacent to target
-1 CUE variable target(ex. first in range to destination)
-1 BOB moved 3
-1 ZAG hard zigzag, moved to sector adjacent to previous before last
-2 WAN had taken damage this turn
-1 VIE had been shot at(but not damaged) this turn
-1 HID entered a forest space this turn
+2 COW mech target didn't move
+1 DOE troop target
-1 BAT target 3 away
-1 HEN target moved 3
-1 FOX target hard zigzag
-2 HOG target had taken damage this turn
-1 CAT target had been shot at(but undamaged) this turn
-1 ELK target entered a forest space this turn
Viable Range CheckIs any point in either mech's path within range?
Would this happen NOT only at a time that would obviously be out of range?
Ram: Same end space/colliding paths. (Automatic)