Difference between revisions of "SShR Wiki:Tabletop/rules"

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(Created page with " == Turns == The game lasts for a minimum of 10 turns and then until one player completes the mission objectives or a tactical withdraw. Each team in the game gets one phase...")
 
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*WS - Weapon skill: This determines the unit's shooting ability
 
*WS - Weapon skill: This determines the unit's shooting ability
 
*CS - Combat skill: The unit's skill in close combat
 
*CS - Combat skill: The unit's skill in close combat
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*M - Movement: The number of inches the unit can move each turn
 
*E - Endurance: How tough the unit is
 
*E - Endurance: How tough the unit is
 
*HP - Hit points: How many times the unit can be wounded before it must be removed
 
*HP - Hit points: How many times the unit can be wounded before it must be removed
 
*AG - Agility: The speed with which the unit makes close combat attacks
 
*AG - Agility: The speed with which the unit makes close combat attacks
 
*S - Strength: The strength of the unit's close combat attacks
 
*S - Strength: The strength of the unit's close combat attacks
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*D - Discipline: How well disciplined the unit is
 
*A - Armor: The strength of the armor worn by the unit
 
*A - Armor: The strength of the armor worn by the unit
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 +
;Armor:
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 +
The value given corresponds to the roll needed for the unit's armor to successfully stop the attack.  Strong armor will allow the player to reroll the D6 with a different result needed for the second roll.  The armor save roll will always max out at 2+/2+ even if the armor value is higher then 10.
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{| class="wikitable"
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|+ Armor save D6 roll chart
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|-
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! Armor value !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10+
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|-
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| Roll needed || No armor save || 6+ || 5+ || 4+ || 3+ || 2+ || 2+/6+ || 2+/5+ || 2+/4+ || 2+/3+ || 2+/2+
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|}
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 +
 
[[Category:Tabletop war game]]
 
[[Category:Tabletop war game]]

Revision as of 05:27, 14 January 2021

Turns

The game lasts for a minimum of 10 turns and then until one player completes the mission objectives or a tactical withdraw. Each team in the game gets one phase per turn where they an choose to move and shoot with all of their units that are eligible.

Models and units

Each model represents an atomic piece on the table. Models make up units that enter the game and fight together.

Unit types

The three basic unit types are:

  • Infantry
  • Monsters and heroic fighters
  • Vehicles

Unit cohesion

All models in a unit must stay within the minimum distance of another model within the unit. If a unit breaks cohesion it must move the minimum number of models necessary to regain cohesion. Models that move to regain cohesion must be declared and cannot shoot that turn.

Unless otherwise noted, the maximum cohesion distances are as follows:

  • Infantry: 3"
  • Monsters and heroic fighters: 3"
  • Vehicles: 6"

Performance values

Every type of model has a list of statistics that determine how it plays

Infantry and monsters/heroic
  • WS - Weapon skill: This determines the unit's shooting ability
  • CS - Combat skill: The unit's skill in close combat
  • M - Movement: The number of inches the unit can move each turn
  • E - Endurance: How tough the unit is
  • HP - Hit points: How many times the unit can be wounded before it must be removed
  • AG - Agility: The speed with which the unit makes close combat attacks
  • S - Strength: The strength of the unit's close combat attacks
  • D - Discipline: How well disciplined the unit is
  • A - Armor: The strength of the armor worn by the unit
Armor

The value given corresponds to the roll needed for the unit's armor to successfully stop the attack. Strong armor will allow the player to reroll the D6 with a different result needed for the second roll. The armor save roll will always max out at 2+/2+ even if the armor value is higher then 10.

Armor save D6 roll chart
Armor value 0 1 2 3 4 5 6 7 8 9 10+
Roll needed No armor save 6+ 5+ 4+ 3+ 2+ 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+