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Post by mikedski on Jun 14, 2020 11:01:31 GMT
Martian Morale Rules:
Individual Martian Machines role for morale (not really morale in the human sense). If damaged enough a machine will retreat the friendly board edge. All machines start with a base Morale of 10.
At the end of any turn a machine receives damage, roll a D10;
Modify the die roll;
+1 for each point of damage +1 for each movement or weapons critical hit.
If the die roll + modifiers > 10 than the machine will move to leave the friendly board edge
options include a lower base morale for more specialized machines like grenadiers, gatherers
or higher base morale for slavers/ reapers
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Post by mikedski on Jun 13, 2020 12:03:20 GMT
Westinghouse Wires
Die Roll Effect Description
1-3 Break through/ wire cleared: The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Westinghouse wire in this section is destroyed.
4,5 Breakers tripped/wire cleared: The tripod halts at the wire. Place one immobilization token. It may not move or fight for the remainder of turn. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn . The Westinghouse wire in this section is destroyed.
6,7 Breakers tripped/wire intact The tripod halts at the wire. It may not move or fight for the remainder of this turn. Place one immobilization token. It may not move or fight for the remainder of turn. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn. The Westinghouse wire in this section is undamaged.
8,9 Significant shut down/ wire intact: The tripod halts at the wire. It may not move or fight for the remainder of this turn. Place TWO immobilization markers. It must roll (> 5 on D10) to remove one marker marker to move or shoot in any further turn It may not move or fight for the remainder of turn. It must roll (> 7 on D10) to remove the first token and then roll (>5 on D10) for removal of second marker. The Westinghouse wire in this section is undamaged.
10 Electrocuted/wire intact: The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point. The Westinghouse wire in this section is undamaged
For the Lightening gun I use the modified the wire rules as above as that seems to makes sense versus the conventional tripod damage table.
Roll for damage
1-3 No effect: The tripod is undamaged. The change may not arc to another target using the main rules.
4,5 Breakers tripped. Place one immobilization token. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn .
6,7 Breakers tripped and minor damaged. Place one immobilization token and one damage token/ hit point. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn.
8,9 Significant shut down and serious damage: Place TWO immobilization markers. Role on the tripod damage table for further damage. It must roll (> 7 on D10) to remove the first token and then roll (>5 on D10) for removal of second marker.
10 Electrocuted. The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point.
modifiers:
Add + 2 to die roll if the lightning gun has two charge tokens Add +3 to die roll if the lightning gun has three charge tokens Add +1 if the target tripod has any damage.
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Post by mikedski on Jun 13, 2020 11:13:15 GMT
Inspired by another post on this forum I was working on solitaire rules and used during the game
For each tripod determine target selection;
For each human unit in range roll on D10, The unit with highest die roll will be the target.
Die roll modifications for heat ray;
1) potential target within sweep range add +2 (Martians prefer to use the sweep beam)
2) potential target is in open with no terrain bonus add +1 (easier to engage)
3) potential target attacked the tripod last turn add +2 (has the Martian's attention)
4) potential target is armored/artillery unit add +2 (more powerful threat)
If no human target is in range or can be attacked than the Martian will target the nearest structure/ building.
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Post by mikedski on Jun 13, 2020 1:10:36 GMT
Wow! Great looking game a wonderful report! Qetjnegartis will be unhappy with the commander of the scout detachment! Qetjnegartis is preoccupied with avoiding the Alburqurque!
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Post by mikedski on Jun 11, 2020 23:56:50 GMT
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Post by mikedski on Apr 1, 2020 1:50:22 GMT
Would the new owner give Madmorgan an honorable mention in the acknowledgement section of the new rule book?
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Post by mikedski on Mar 21, 2020 10:30:29 GMT
Ok in Kansas. Daughter home from university rest of semester. Dorm move out this week. I work in the health clinic at the local army base. Lots going on with sense of urgency but no panic. Has the tempo of a wartime mobilization. The same vibe I had deploying to Desert Storm and Iraq in 2003.
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Post by mikedski on Mar 13, 2020 10:23:57 GMT
I am doing testing for 2nd Edition. The new damage tables are better for the 2nd Edition. Roll to hit, roll to penetrate and then roll on damage table. Getting critical hits are more difficult? As a companion piece are the firepower ratings of various weapons being changed?
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Post by mikedski on Feb 2, 2020 12:41:29 GMT
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Post by mikedski on Feb 1, 2020 14:32:48 GMT
Ugh. Having trouble getting images posted from imgur
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Post by mikedski on Jan 4, 2020 15:21:47 GMT
Here I was expecting Martians in Santa hats.
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Post by mikedski on Jan 2, 2020 13:46:59 GMT
Ah! makes sense & more locally available. Thanks! used HO scale track is much cheaper but I like the ready made track bed. And more durable.
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Post by mikedski on Jan 2, 2020 13:45:15 GMT
Always wondered the effect of telephone/power lines on the martians? Special rules: Westinghouse Wire Westinghouse Wire attack any Martian that attempts to walk through the wire. Roll on the Westinghouse Wire Damage table. Westinghouse Wire Damage Die Roll Effect Description 1-3 Break through The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Westinghouse wire in this section is destroyed. 4,5 Breakers tripped The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is destroyed. 6,7 Minor damage The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is undamaged. 8,9 Significant damage The tripod halts at the wire. It may not move or fight for the remainder of this turn or for the next turn. The Westinghouse wire in this section is undamaged. 10 Major damage The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point. The Westinghouse wire in this section is undamaged.
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Post by mikedski on Dec 29, 2019 22:06:25 GMT
Beautiful table - where'd you get those RR tracks?? They look like those made by the German company I was referring to in regards the armored trains thread. Flames of War/Battlefront
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Post by mikedski on Dec 23, 2019 22:48:52 GMT
working on it
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