Continuing the Impetus series, this time we look at who goes first and what you can do with your units.
1.
Initiative Roll
Both players roll 2D6 and add +2 if their General is still
on the table. The highest score chooses to go first in the round. They are the ACTIVE
player. Re-roll ties.
Each side is allowed one free Initiative re-roll. Other
re-rolls are possible at the cost of an S unit as per the army lists.
The Active player activates their units one-by-one until all
have been activated or he passes the turn over to the other player, who then
becomes the Active Player.
2.
Unit Activation
A unit can MOVE, SHOOT, MELEE, or RALLY.
Movement is by individual unit or a group of units.
Shooting is by individual unit.
Units can shoot before/after moving, but there’s a -2D
penalty to the shooting roll.
Melee is by individual unit.
Units can melee after the move, which is called a CHARGE and,
in some cases, allows extra movement distance to contact. A fresh unit adds its
Impetus value to the combat
Rally is by individual unit and removes a Disorder marker.
Units can shoot after rallying, but suffer the -2D penalty
as if they’d moved.
Next time, we discuss the many aspects of unit movement.
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