| ARMORTECH, Page 4 Special Abilities... Each kind of character type has its own Special Ability, a fighting style or technique unique to itself. Use your character's Special Ability by following its special set of rules. Some Special Abilities increase personal or team defense, increase attack values, or delay enemy forces. Others provide a wide variety of options. Some are best used sparingly or in emergencies, while others can be used every Turn if needed. Explore all the character options and consider them when creating a team. Tips... Tips are listed on the bottom of each character sheet. These are designed to help beginner players. Tips may include advice on how to use a character's offensive or defensive capabilities, including those listed as special abilities. Tips also provide players with some ideas on how to combine character abilities to create more powerful teams. Good luck! Sequence of Play... Below is the sequence of steps that occur during gameplay each Turn. If you feel that specific parts are unclear, please email me at 'Mike_Strider at stridersstrikers.com' Feel free to be creative and add whatever you want to the game. Characters could be equipped with additional weapons and armor, and there is available space for these enhancements on each profile sheet. Some gamers may want to include their own critical hit or critical miss rules. Regardless, the following Phases takes place every Turn. Dice Phase - Each team leader rolls 1 D6. The highest rolling player goes first in each of the next phases, followed by the next highest and so on. Characters who have not received needed Medical Kits are dealt their 5 points of additional damage in this Phase. Movement Phase - The starting team moves each of their characters into new positions if desired. Each Movement roll determines the number of spaces that character can move. The next highest roller moves his characters, followed by the next highest and so on if there are more than 2 teams playing. Attack Phase - The starting team may use their characters to attack. The success of an attack is determined by a comparison of the attacker's Attack roll and the defender's Evasive roll, as previously discussed. If an attack is successful, damage is determined by the comparison of the attacker's Damage roll and the defender's Armor roll. If an opposing team member is killed in the attack, that character is removed from play and cannot attack back (this varies from traditional BattleTech rules and follows DragonStrike gameplay). The next team(s) is(are) allowed to attack with their characters, in a sequence following the previous order created in the Dice Phase. Medical Phase - The starting team may use its characters to heal one another or themselves. The next team(s) is(are) allowed to heal with their characters, in a sequence following the previous order created in the Dice Phase. |
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